https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Christine&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T11:04:49ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Discussion:Suggested_New_Categories&diff=510843Discussion:Suggested New Categories2011-03-21T22:43:50Z<p>Christine: Created page with "== Suggested New Categories == === ~~~&nbsp;<small><small>~~~~~</small></small> === <!-- Commenting seems way complicated here o_O--> I'm new to this wiki, I am not 100% aware ..."</p>
<hr />
<div>== Suggested New Categories == <br />
<br />
=== [[User:Christine|Christine]]&nbsp;<small><small>16:43, 21 March 2011 (MDT)</small></small> ===<br />
<!-- Commenting seems way complicated here o_O--><br />
I'm new to this wiki, I am not 100% aware of its primary function. I come from a wiki that's written to best serve the audience, and unfortunately that sometimes leads to complications for those who actually edit the wiki. As such, I'll skip [http://en.wikipedia.org/wiki/Be_bold being bold] and pose this as a suggestion first.<br />
<br />
I found the wiki when a friend of mine wanted to start up a D&D campaign after learning to play in school. This, of course, lead to the ridiculously fun process of creating characters. Really, I got giddy. I did my research. We're now onto starting a second campaign with all new characters and (I promise I'm getting to my point), I mistakenly made a Barbarian Minotaur. Anyone more experienced with D&D would know that those two have clashing alignments. But I was pretty dead-set on having a non-magical (i.e. nothing I need to keep track of on a daily basis - points, spells, etc) Minotaur. But finding a class to match wasn't necessarily that easy.<br />
<br />
So I'm proposing a few new categories, but there's a reason I'm not just going ahead and doing it. Example categories would be:<br />
*Non-evil Alignment<br />
*Non-lawful Alignment (in use, but the page doesn't actually exist)<br />
*Non-good (...?) Alignment<br />
*Any non-blahblahblah<br />
<br />
The reason I'm asking first is because I'm not sure if you would want [[Category:User|user]] class/race pages showing up with [[Class|base classes]]. This would make it easier for those visiting the wiki to find something relevant to what they need. Maybe it's silly to write up a discussion for this, but if nothing else it's a way to say hi, I'm [[User:Christine|Christine]]. :p<br />
<br />
Also, can I suggest linking to [[DnD Discussion]] on the sidebar? It was a bit hard to find.<br />
<br />
<!-- DO NOT REMOVE OR EDIT THIS LINE NOR ANYTHING BELOW IT<br />
<br />
To make a comment, copy the following line and paste it above the "DO NOT REMOVE" line:<br />
<br />
=== ~~~&nbsp;<small><small>~~~~~</small></small> ===<br />
<br />
--><br />
<br />
{{Forumfooter|Discussion}}<br />
__NOTOC__</div>Christinehttps://www.dandwiki.com/w/index.php?title=Sylvan_Knight,_Chekov%27s_Variant_(3.5e_Class)&diff=500629Sylvan Knight, Chekov's Variant (3.5e Class)2011-01-10T05:10:03Z<p>Christine: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|authors=<br />
|datecreated=<br />
|status=Finished.<br />
|editing=<br />
|type=[[Divine Spellcasting]][[Combat-Focused]]<br />
|desc=Sylvan Knights are protectors of the wild. Essentially a druid with martial weapon proficiencies.<br />
}}<br />
<br />
== Sylvan knight Chekov's Variant ==<br />
<br />
This is a more combat oriented version of Avlindrel's [[Sylvan Knight (3.5e Class)]].<br />
<br />
=== Making a Sylvan Knight ===<br />
<br />
This class is a supporting healer and frontline combatant.<br />
<br />
'''Abilities:''' Wisdom decides how many spells per day, and how hard they are to resist. Strength will help to strike opponents, while Dexterity and Constitution will increase survival.<br />
<br />
'''Races:''' Typically Elf or Half Elf, occasionally a human raised by wolves might.<br />
<br />
'''Alignment:''' Chaotic Neutral<br />
<br />
'''Starting Gold:''' 5d4&times;10 gp (125).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "Moderate" or "As [[fighter]]".<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Sylvan Knight}}</div><br />
Hit Die: d<-10-><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +0 || +2<br />
| class="left" | Nature's Oath, Friend of the Fey<br />
|4||1||—||—||—||—||—||—||—||—<br />
|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +0 || +3<br />
| class="left" | <br />
|4||2||—||—||—||—||—||—||—||—<br />
|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +1 || +3<br />
| class="left" | Wild Shape 1/day<br />
|4||2||1||—||—||—||—||—||—||—<br />
|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +1 || +4<br />
| class="left" | DR1/Cold Iron<br />
|4||2||2||—||—||—||—||—||—||—<br />
|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +1 || +4<br />
| class="left" | <br />
|4||3||2||1||—||—||—||—||—||—<br />
|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +2 || +5<br />
| class="left" | Mission of the Fey<br />
|4||3||3||2||—||—||—||—||—||—<br />
|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +2 || +5<br />
| class="left" | <br />
|4||4||3||2||1||—||—||—||—||—<br />
|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +2 || +6<br />
| class="left" | Mission of the Fey, DR2/Cold Iron<br />
|4||4||3||3||2||—||—||—||—||—<br />
|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +3 || +6<br />
| class="left" | <br />
|4||4||4||3||2||1||—||—||—||—<br />
|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +3 || +7<br />
| class="left" | Hunter of the Outsider<br />
|4||4||4||3||3||2||—||—||—||—<br />
|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +3 || +7<br />
| class="left" | Wild Shape 3/day<br />
|4||4||4||4||3||2||1||—||—||—<br />
|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +4 || +8<br />
| class="left" | DR3/Cold Iron<br />
|4||4||4||4||3||3||2||—||—||—<br />
|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +4 || +8<br />
| class="left" | <br />
|4||4||4||4||4||3||2||1||—||—<br />
|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +4 || +9<br />
| class="left" | <br />
|4||4||4||4||4||3||3||2||—||—<br />
|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +5 || +9<br />
| class="left" | Blood of the Fey, Wild Shape 4/day<br />
|4||4||4||4||4||4||3||2||1||—<br />
|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +10<br />
| class="left" | DR4/Cold Iron<br />
|4||4||4||4||4||4||3||3||2||—<br />
|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +10<br />
| class="left" | <br />
|4||4||4||4||4||4||4||3||2||1<br />
|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +6 || +11<br />
| class="left" | Wild Shape 5/day<br />
|4||4||4||4||4||4||4||3||3||2<br />
|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +11<br />
| class="left" | <br />
|4||4||4||4||4||4||4||4||3||2<br />
|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +12<br />
| class="left" | Mandragora's Screech<br />
|4||4||4||4||4||4||4||4||4||3<br />
|<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge Nature (Int), Listen (Wis), Move Silently (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
'''Weapon and Armor Proficiency:''' The Sylvan Knight is proficient with all Simple and Martial Weapons except Axes. They are proficient with Light and Medium armor, and Shields, but not Tower Shields. They are prohibited from wearing metal.<br />
<br />
'''{{#anc:Spells}}:''' Starting at first level, a Sylvan Knight casts divine spells. She prepares spells at dawn each day, with bonus spells for a high [[Wisdom]] score. The DC for a saving throw against a Sylvan Knights spell is 10 + the spell's level + 1/2 Sylvan Knight's level. Sylvan Knights choose their spells from the [[SRD:Druid Spell List]]:<br />
<br />
'''{{#anc:Bonus Languages}}:''' At first level, a Sylvan Knight gains Sylvan as an automatic bonus language.<br />
<br />
'''{{#anc:Nature's Oath}} "(Ex)":'' A Sylvan Knight swears an oath to defend the nature of the plane upon which they exist. Abiding by someone destroying, without good cause or reason, anything created naturally causes the Sylvan Knight to lose her prepared spells for the day, and to be fatigued for 1d4 hours after witnessing the desecrating act.<br />
<br />
'''{{#anc:Friend of the Fey}} "(Ex)":'' Fey feel a kinship to Sylvan Knights, and unless provoked are always Neutral, or Friendly to any group traveling with a Sylvan Knight.<br />
<br />
'''{{#anc:Wild Shape}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Beginning at 3rd level, a Sylvan Knight gains Wild Shape once per day, as a [[SRD:Druid]] of the same level.<br />
<br />
''{{#anc:Fey Skin}} "(Su)":'' Beginning at 4th level, a Sylvan knight begins to become part Fey. This manifests as DR1/Cold Iron. This increases by 1 every four levels.<br />
<br />
'''{{#anc:Mission of the Fey}} "(Ex)":''Beginning at 6th level, a Sylvan Knight with the Leadership feat may have a fey creature as a cohort.<br />
<br />
'''{{#anc:Hunter of the Outsider}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Sylvan Knights gain the ability to distinguish Outsiders non-natural at 10th level. This ability lets them see through any disguise, or physical change. However, a magic dispelling affect, or a magical change that removes the Outsider trait/type disguises the Outsider from the Sylvan Knight just as effectively.<br />
<br />
'''{{#anc:Blood of the Fey}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Sylvan Knights gain the Fey sub-type at 15th level, making them immune to magical aging and the detriments of age. Unless they suffer the age bonuses and penalties before gaining this ability, they no longer suffer the penalties associated with aging, but gain the benefits just the same<br />
<br />
''{{#anc:Mandragora's Screech}} <-"(Ex)":'' A Sylvan Knight at 20th level gains the ability to, once per day, unleash a devastatingly high-pitched wail of pain within 20 feet of itself in radius. Creatures with HD less than 2 of her levels in Sylvan Knight suffer a Fortitude VS. Death effect, with a DC of 10 + 1/2 Sylvan Knight levels + Wisdom modifier. Creatures unaffected by VS. Death spells, and with HD equal to, or 1 level below the Sylvan Knight are struck Prone for 1d6 rounds. Creatures with HD, or levels higher than the Sylvan Knight are not affected by this ability.<br />
<br />
==== Ex-Sylvan Knights ====<br />
<br />
When a Sylvan Knight violates it's Nature's Oath, it loses all class features until atoning with an atonement spell.<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]</div>Christinehttps://www.dandwiki.com/w/index.php?title=Werepyre_(3.5e_Race)&diff=500627Werepyre (3.5e Race)2011-01-10T05:06:01Z<p>Christine: /* Racial Traits */</p>
<hr />
<div>{{x0<br />
|la=+2<br />
|ecl= 3<br />
|type= [[SRD:Humanoid Type|Humanoid]]<br />
|ability_adjust= +4 Str,+2 Con, -4 Int,+2 Cha<br />
|size= Medium<br />
|favored_class= Druid<br />
|desc= <br />
}}<br />
<br />
=Werepyres=<br />
<br />
==Personality==<br />
<br />
Werepyres are a proud people who respect the elders of their tribes. Werepyres tend to be very spiritual in regards to nature and tend to be very ritualistic in their practices and daily routines. A creature's race has no significant meaning to a werepyre and would fight along side any creature they found worthy of their help. A creature worthy of a werepyre's help is one that doesn't want to harm nature or any living creature within nature that has not made a harmful action against that creature.<br />
<br />
Werepyre's tend to not learn or willingly speak in other languages, but will do so if they must communicate with another race and there is no other means of communication. They would rather have the creature speak in their tongues.<br />
<br />
==Physical Description==<br />
<br />
The average height of werepyres varies from 4'8" to over 6', the average weight varies from 150 to 300 pounds. Females tend to be lighter and more shapely than males. Werepyres eye color varies ranging from dark blues to bright reds giving them a feral look in their eyes. Females tend to have softer colors. Werepyres physically look human besides one or two features such as feral eyes, longer arms and legs, a tail, animalistic ears, slightly pointed ears, or fangs. These features come about from their heritage from being children of Vampires and Werewolves. The feature vary depending on the parents, and how much of each side is present in them.<br />
<br />
For instance, a more vampire-like werepyre would look human other than having fangs, pointed ears or an even more extreme feature like skin tone and being overly thin. A more werewolf-like werepyre would have longer arms and legs, a tail or animalistic ears to the more extreme of being covered with a thin layer of fur.<br />
<br />
==Relations==<br />
<br />
Werepyres get along with others races well enough. Due to their more primitive way of life, they are not comfortable inside large cities that are walled. They get alone with most races that do not harm nature willingly or passively and will aggressively attack whomever they see doing so. Werepyres tend to be around each other more but when they do venture away from their home, the forest folk and mountain folk are where they are most likely to be found.<br />
<br />
==Alignment==<br />
<br />
Any Neutral.<br />
<br />
==Lands==<br />
<br />
Most werepyres live in dense forest to wide spread savanna. This all depends on where their lycanthrope side came from and this also details what aspects of the lycanthrope are visually present. This means that those resembling more human qualities will live closer to other races, this does not mean they will live with them so to say but they will interact. A common village for the werepyre is comprised of very mobile housing much like a tepee or a permanent housing arrangement. Either way, the homes are constructed with fallen trees and the skins of the animals that have been killed for food. The homes are constructed in no particular fashion, each home has the name of the family tattooed into the hide. Roughly in the center of the encampment a large fire pit is created by using larger stones to ring it off, this is usually created for the Autumn and Winter seasons. In the Spring and Summer seasons each family will have a small fire a few feet from their home to cook on. The Chief Sacren (described below) has a very decorated home that is also placed roughly in the center of the village.<br />
<br />
==Religion==<br />
<br />
Werepyres are nature worshipers, tend to hold complex rituals in mass numbers to celebrate the changing of the coming season. The celebration usually consist of a festival and a blessing by the Sacren as each season approaches. Each festival last 4 days. Werepyres view of death is a return to nature, a giving of energy back to the wild. Werepyre do not die of old age. Rather once they reach 1000 years in age they pass on leadership to one deemed worthy. Whom is usually one of the apprentices of the current chief Sacren, the current religious leader of a tribe of werepyres who runs the rituals. Once the duty is passed on, the former Sacren goes to the matsutta-mori forest and preforms one last ritual that concludes by impaling their chest with a sacred silver dagger. This dagger is created by the smiths of the tribe and blessed by the goddess during creation, this will be evident by spiral markings created during the forging process.<br />
<br />
==Language==<br />
<br />
Werepyre, Sylvan, Abyssal, Infernal<br />
<br />
==Names==<br />
<br />
Names of Werepyres tend to be based off the season they were born in usually Spring or Summer, but there are those born in Autumn and Winter, also animal names are used.<br />
<br />
Common Spring and Summer names are: Robin, Sparrow, Hawke, Baird, Rain, Blossom,Riven<br />
<br />
Common Autumn and Winter names are: Leif, Wolfe, Snowe, Flair, Cole, Crystal, Coni<br />
<br />
==Racial Traits==<br />
* +6 Strength, +4 Dexterity, +6 constitution, +2 Wisdom,: Werepyres are Strong and Agile, but also have skills aside from natural instinct.<br />
* Outsider (Native): A Vampire and Lycan are neither outsiders, however, due to the infusion of abyssal energy, the werepyre's creation was possible. <br />
* Medium<br />
* Werepyre [[base land speed]] is 30 feet<br />
* Bite: A werepyre has a natural bite attack which does damage equal to the creature's unarmed strike.<br />
* Blood Rush (Ex): When a werepyre consumes a pint of blood, they go gain a surge of power. They gain an untyped bonus of +2 to any physical ability score for a number of rounds equal to half their total hit dice.<br />
* Blood Drain- If pinning an opponent, the Werepyre can make a bite attack that does 1d4 Constitution damage each round, the vampire gains 5 temporary hp each point, and input a venom which will paralyze the victim . If you do not drain at least 5 Constitutions point of Blood each day from a living creature, you take -2 INT and +2 STR (FortNeg, DC 15 + number of days since you last drunk). If you still do not drink, for every day you take -2 INT and +2 STR until you will become your mortal race <br />
* Alternative Healing (Ex): Feeding off the undead nature of a Werepyre, the effects of positive and negative energy on a werepyre are reversed.<br />
* '''''Drain Lycanthropy ([[SRD:Su|Su]]):''''' Any Lycanthrope hit by Werepyre’s bite attack in [[SRD:Animal Type|animal]] form must succeed on a [[SRD:DC|DC]] 15 [[SRD:Saving Throw|Fortitude save]] or lose lycanthropy. The Lycanthropy is passed on to the Lycanthropy Vampire (it can now change shape into that animal). A character may deliberately fail this roll to lose lycanthropy.<br />
* '''''Curse of Lycanthropy ([[SRD:Su|Su]]):''''' Any [[SRD:Humanoid Type|humanoid]] or [[SRD:Giant Type|giant]] hit by a Werepyre’s bite attack in [[SRD:Animal Type|animal]] form must succeed on a [[SRD:DC|DC]] 15 [[SRD:Saving Throw|Fortitude save]] or contract lycanthropy. If the victim’s size is not within one [[SRD:Size Category|size category]] of the lycanthrope the victim cannot contract lycanthropy from that lycanthrope. The Lycanthropy passed on is chosen by the Lycanthropy Vampire.<br />
* ''[[SRD:Damage Reduction|Damage Reduction]] ([[SRD:Su|Su]]):'' A Werepyre has [[SRD:Damage Reduction|damage reduction]] 5/silver and magic. A Werepyre’s [[SRD:Natural Weapons|natural weapons]] are treated as [[SRD:Magic Weapon|magic weapon]]s for the purpose of overcoming [[SRD:Damage Reduction|damage reduction]].<br />
* '''''[[SRD:Alternate Form|Alternate Form]] ([[SRD:Su|Su]]):''''' A lycanthrope can assume the form of a specific [[SRD:Animal Type|animal]] (as indicated in its entry). It does not assume the ability scores of the [[SRD:Animal Type|animal]], but instead adds the [[SRD:Animal Type|animal]]’s physical [[SRD:Ability Scores|ability score]] modifiers to its own ability scores. Changing to or from [[SRD:Animal Type|animal]] form is a [[SRD:Standard Actions|standard action]]. It also gains any special qualities of the creature form it is in.<br />
* '''''Lycanthropic Empathy ([[SRD:Ex|Ex]]):''''' In any form, Werepyre can communicate and empathize with [[SRD:Animal|normal]] or [[SRD:Dire Animal|dire animals]] of their [[SRD:Animal Type|animal]] form. This gives them a +4 racial bonus on checks when influencing the [[SRD:Animal Type|animal]]’s attitude and allows the communication of simple concepts and (if the [[SRD:Animal Type|animal]] is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.”<br />
* '''''Life Blood ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''''' As a Lycanthropy Vampire ages he shall get stronger with every passing year, while gaining more vampire abilities as well, and does not die of old age <br />
* Regeneration: 5 hp per round, can reattach limbs if cut off and if not found their limb, a Lycanthropy Vampire will regrow one in about 1 hour, if drank fresh blood will regrow limb back <br />
* Werepyres are immune to mind effecting abilities, poisons, and diseases <br />
* Werepyres have an immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects<br />
* Blood Mimicry: When a Werepyre gets older he will get a unique ability to call forth the memories, skills, and powers of the victim he drained, he con only use this ability one a day and gets this power at age 1000 years <br />
* [[Automatic Languages]]: Common. [[Bonus Languages]]: Abyssal, Infernal.<br />
* [[Favored Class]]: Fighter.<br />
* [[Level Adjustment]]: +2<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Werepyres Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 200 years ||150 years||500 years||1000 years<br />
|}<br />
<br />
There are no negatives for the aging of a Werepyre. Also, no maximum age either and every passing year a Werepyre gains +5 to STR, CON, DEX<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:LA2]]<br />
[[Category:ECL3]]</div>Christinehttps://www.dandwiki.com/w/index.php?title=User:Christine&diff=500104User:Christine2011-01-04T23:13:22Z<p>Christine: Created page with "Exemplary page"</p>
<hr />
<div>[[Atlantean (3.5e Race)|Exemplary page]]</div>Christine