Dungeons and Dragons Worg 3.5 PBP RPG

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Worg

Worg

Medium Magical Beast

Hit Dice:

4d10+8 (30 hp)

Initiative:

+2

Speed:

50 ft. (10 squares)

Armor Class:

14 (+2 Dex, +2 natural), touch 12, flat-footed 12

Base Attack/Grapple:

+4/+7

Attack:

Bite +7 melee (1d6+4)

Full Attack:

Bite +7 melee (1d6+4)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Trip

Special Qualities:

Darkvision 60 ft., low-light vision, scent

Saves:

Fort +6, Ref +6, Will +3

Abilities:

Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10

Skills:

Hide +4, Listen +6, Move Silently +6, Spot +6, Survival +2*

Feats:

Alertness, Track

Environment:

Temperate plains

Organization:

Solitary, pair, or pack (6-11)

Challenge Rating:

2

Treasure:

1/10 coins; 50% goods; 50% items

Alignment:

Usually neutral evil

Advancement:

5-6 HD (Medium); 7-12 HD (Large)

Level Adjustment:

+1 (cohort)

A typical worg has gray or black fur, grows to 5 feet long and stands 3 feet tall at the shoulder. It weighs 300 pounds.

More intelligent than their smaller cousins, worgs speak their own language. Some can also speak Common and Goblin.

Combat

Mated pairs or packs work together to bring down large game, while lone worgs usually chase down creatures smaller than themselves. Both often use hit-and-run tactics to exhaust their quarry. A pack usually circles a larger opponent: Each wolf attacks in turn, biting and retreating, until the creature is exhausted, at which point the pack moves in for the kill. If they get impatient or heavily outnumber the opponent, worgs attempt to pin it.

Trip (Ex): A worg that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the worg.

Skills: A worg has a +1 racial bonus on Listen, Move Silently, and Spot checks, and a +2 racial bonus on Hide checks. *A worg has a +4 racial bonus on Survival checks when tracking by scent.


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(Laugh), yeah under different circumstances it could be fun to change alignments at some point. Daishain knows I have interest in Warlock spells (Higher spell slot Armor of Agathys anyone?) but it doesn't really fit Velon's story. He'd lose favor with the gold dragons and Silas, probably the favor of the party, etc. It could be fun, and you could somehow be evil but not work against the party, but this probably isn't the place for it.

Apparently I have too much of an interest in the darker side of things (Although never want to play the evil character that is a murder hobo or works to undermine the party.) . In my weekly live game I'll be changing my Fighter 7 to Fighter 3 /Warlock 5 the next time we level to account for the darker interests in magic my fighter has developed during the campaign. I figure this is a good time for it as he can keep the two attacks, maneuvers and other things that define him now without losing too much and pick up some sweet warlock trick to augment his defensive fighting style (ArmorOfA, Fire Shield later, etc.).

I'll get the warlock thing out of my system with a character soon one way or another! wink.gif.

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