D&D 3e (3.0/3.5) Rules
by Joe Mashuga
Shortly after the Cataclysm, Nuitari was struck by a thought so obvious he questioned the sanity of his fellow gods. Loren Soth's failure to prevent the Cataclysm, coupled with the murder of his wife and child, were sufficient cause for the gods to punish Soth by making him into a death knight. The story was well known, even if Soth spent most of his time in the remains of Dargaard Keep. Nuitari was unsettled by the gods' decision. Was not a death knight more powerful after his curse than before it? How can the gods truly punish someone if they grant more power to the offender? The dark god realized that something must be done, for the poor souls that will be cursed in the future.
Nuitari thought hard about how to punish those who offended him. Three long minutes later, another thought struck him. What could possibly be worse than a kender?
Giddy at his unparalleled genius, he quickly located his first offender - a minotaur who had once called the black moon "ugly". Seething with something that might be anger, he placed the curse of the werekender upon the hapless minotaur. It is said that this is the real reason behind Sargonnas's dislike for his own son.
The Werekender Curse
Werekender appear to be perfectly normal humans, dwarves, and other races, yet each secretly bears the wicked curse. By the light of Nuitari's dark moon, the cursed beings shrink out of their clothes to become... ordinary kender. Their kender selves have no idea what happened to them, but are likely to think of themselves as having been magicked while on a grand adventure. Some of these "afflicted" kender will insist that their clothes were magicked to become bigger. Others are firm in their belief that they suffer from magnesia. In any case, they are capable of spreading their vile curse to anyone they physically contact while in kender form.
In the Fifth Age, Nuitari considers his werekender to be nearly as great a danger to the people of Krynn as the Beloved of Chemosh. They are kender, after all, and what non-kender wants to be around a kender??
Kender are not immune to the curse and are perhaps the most difficult werekender to locate, for these "afflicted" kender change into completely different kender by Nuitari's dark light.
CREATING A WEREKENDER
"Werekender" is a template that can be added to any humanoid or giant of Medium size or smaller (referred to hereafter as the base creature).
Size and Type: The base creature's type does not change, but the creature gains the shapechanger subtype. In kender form, the character is Small in size, with the associated benefits and hindrances.
Hit Dice and Hit Points: Same as the base creature, plus one humanoid Hit Die. To calculate total hit points, add the extra Hit Die to the base creature's hit points. Do not add the base creature's Constitution modifier to this extra Hit Die.
Speed: Same as the base creature or kender, depending on which form the werekender is using.
Armor Class: Same as the base creature or kender, depending on which form the werekender is using.
Attack: Same as the base creature or kender, depending on which form the werekender is using.
Damage: Same as the base creature or kender, depending on which form the werekender is using.
Special Attacks: All werekender gain the special attack described below. A werekender in kender form loses all special attacks of the base creature.
Curse of the Werekender (Su): The werekender gains a touch attack that is only usable in kender form. Any humanoid or giant of Medium size or smaller hit by the werekender's touch attack must succeed on a DC 15 Fortitude save or contract the curse of the werekender.
The character appears normal until the first night of Nuitari's next full moon. On that night, and every time that Nuitari is in High Sanction (full), the character involuntarily assumes kender form and a kender's personality, forgetting his own identity in the process. The character remains in kender form until the next dawn. The character typically awakes to find himself garbed in too-small clothes with a hoopak and numerous stuffed pouches near his side. Unfortunately, the character rarely remembers what happened to his other possessions.
Special Qualities: A werekender retains all the special qualities of the base creature or kender, depending on which form the werekender is using. The werekender also gains the following special qualities:
Kender Form (Su): A werekender can shift into kender form as though using the polymorph spell on itself, though its gear is not affected and it does not regain hit points for changing form. It does not assume the ability scores of a kender, but instead adds the kender's ability score modifiers to its own ability scores.
Changing to or from kender form is a standard action. A slain werekender reverts to the form of the base creature and remains dead. Separated body parts retain their kender form, however.
Damage Reduction (Ex): A werekender in kender form has damage reduction 10/silver.
Base Save Bonuses: Add the kender's base save bonus (Reflex +2) to the base creature in all forms.
Abilities: In kender form, a werekender's physical ability scores are adjusted as follows: Str -2, Dex +2. In addition, a werekender may also gain an additional ability score increase by virtue of its extra Hit Dice.
Skills: A werekender gains skill points equal to (2 + Int modifier, minimum 1), as if it had multiclassed into the humanoid type. (Humanoid is never its first Hit Die, though, and it does not gain quadruple skill points for its humanoid Hit Die.) The werekender's class skills for its humanoid Hit Die are: Disable Device (Int), Open Lock (Dex), Sleight of Hand (Dex), and Spot (Wis). In any form, the werekender also has any racial skill bonuses of the base creature and of the base kender.
Feats: Same as the base creature.
Environment: Same as the base creature.
Organization: Solitary or couple, cluster (3-5), cavalcade (6-9), or catastrophe (10-100).
Challenge Rating: Same as the base creature +1.
Alignment: Same as the base creature, or neutral when in kender form.
Advancement: By character class.
Level Adjustment: +1.
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