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MONSTERS (Templates Class): The Wererat Animal Class

The Dire Rat (Lycanthrope) Class

Class
Level
Hit
Dice
BaB Fort. Ref. Will Skill
Points
Special
1 1d8 +0 +2 +2 +2 2+Int +6 Dex, +2 Con, natural armor +1, bite, dire rat abilities, disease, scent


Bite: The dire rat animal class gives the wererat a bite attack. The bite is a natural weapon that deals 1d4 points of damage plus disease (see below).

Dire Rat Abilities (Ex): Upon taking a level in the dire rat animal class, the character gains the dire rat's Hit Dice (in all forms), base attack bonus (in all forms), base saving throw bonuses (in all forms), ability score modifiers (in hybrid and animal forms), skill points (in all forms), and natural armor bonus (in hybrid and animal forms), as well as the special abilities indicated on Table SP-4.

In dire rat form, the wererat's speed changes to 40 feet, and he gains a climb speed of 20 feet and a swim speed of 15 feet. Class skills for the dire rat racial Hit Die are Control Shape, Hide, Listen, Move Silently, Spot, and Swim. A wererat in rat or hybrid form uses his Strength or Dexterity modifier (whichever is greater) for Climb and Swim checks. He has a +8 racial bonus on Climb checks in dire rat form and can always choose to take 10 on Climb checks, even if rushed or threatened. He gains a +8 racial bonus on Swim checks in all forms.

Disease (Ex): As a 1st-level dire rat, a wererat in rat or hybrid form transmits filth fever (Fortitude DC 10 + Con modifier, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con) with his bite attack. Upon gaining this ability, a wererat in any form becomes immune to filth fever (that is, he is a carrier of the disease but is never subject to its effects).

Scent (Ex): As a 1st-level dire rat, a wererat in any form gains the scent ability.