Information on boggards requires a knowledge local check.
11 or less:
Boggards resemble anthropomorphic frogs or toads, complete with webbed hands and feet, large eyes, and overly wide mouths. These creatures make their homes near large rivers or deep in marshes. There they make small villages composed of mud mounds on the banks. Boggards start out life as tadpoles in breeding ponds, eventually growing to a length of 3 feet before sprouting arms and legs and becoming capable of terrestrial living. Acceptance into the clan then depends on the young boggard's successful hunt to kill a sentient humanoid. Those who fail are exiled from the clan. As boggards age, they continue to grow and lose their coloration. Exceptionally old boggards bear completely white skin covering massive corpulent bodies. Some of these boggards rank among the caste of priest-kings and enjoy a life of grotesque pleasures ruling their clans.
Though often hunched over, boggards stand 5 feet tall and weigh close to 200 pounds. These creatures live for 50 years, though the harsh swamps and infighting usually cut these years short.
12 or better:
Boggards are led by foul priest-kings that worship the demon goddess Gogantu. These insane leaders are driven mad through constant ingestion of psychotropic blue dragonflies. They venerate their demon lord through daily chanting sessions using their terrifying croaks.
Terrifying Croak (Su)
Once per hour, a boggard can, as a standard action, emit a loud and horrifying croak. Any non-boggard creature within 30 feet of the boggard must make a DC 13 Will save or become shaken for 1d4 rounds. Creatures that succeed at this save cannot be affected again by the same boggard's croak for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. The save DC is Charisma-based and includes a +2 racial bonus.
17 or better:
The local boggard tribe is the M'boutuu Tribe, which roughly translates to Those Who Swim in Blood.
Sticky Tongue (Ex)
A creature hit by a boggard's tongue attack cannot move more than 10 feet away from the boggard and takes a –2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by making an opposed Strength check as a standard action or by dealing 2 points of slashing damage to the tongue (AC 11, damage does not deplete the boggard's actual hit points). The boggard cannot move more than 10 feet away from the target, but the boggard can release its tongue as a free action. Unlike a giant frog, a boggard cannot pull targets toward it with its tongue.
Swamp Stride (Ex)
A boggard can move through any sort of natural difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a boggard normally.
22 or better:
Boggard CR 2
CE Medium humanoid (boggard)
Init -1; Senses darkvision 60 ft., low-light vision; Perception +4
Chris Young wrote:
Great. You get 150 xp. John gets 100xp.
I don't mind if the stuff I post is read, but I do expect everyone to keep player knowledge separate from character knowledge.
I have the brackets in I think...
Identifying a werewolf is either Knowledge Nature or Knowledge Local. Up to 2 characters with ranks can assist, but failure gives a -2 to the result.
Favored enemy modifier is added for Thaddeus (werewolves count as animals in my book).
Result of Knowledge Roll:
6 or lower:
In their humanoid form, werewolves look like normal people, though some tend to look a bit feral and have wild hair. Eyebrows that grow together, index fingers longer than the middle fingers, and strange birthmarks on the palm of the hand are all commonly accepted indications that a person is in fact a werewolf. Of course, such telltale signs are not always accurate, for such physical traits exist in normal people as well, but in areas where werewolves are a common problem, the traits can be damning regardless.
Of all the various types of lycanthropes, it is the werewolf that is the most widespread and the most feared. Stories of werewolves haunting lonely forest roads, prowling misty moors on the outskirts of rural societies, or dwelling in the shadows of the largest cities are widespread as well. In most societies, werewolves are feared and despised—and with good reason, as the typical werewolf personifies all that is savage and bestial in a lycanthrope. This isn't to say that good-aligned werewolves are unknown, but they're certainly a minority among their kind, and most werewolves are evil murderers who delight in the hunt and the succulent taste of raw meat.
Just as wolves are pack animals, werewolves have been known to gather in colonies and live among their own kind, humanoid by day and beast at night. Visitors to werewolf villages are generally rushed out of town before nightfall so as not to discover the citizenry's dark secret—unless, of course, the pack decides that the unlucky visitor won't be missed by friends back home.
7 or higher:
Change Shape (Su)
All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.
12 or higher:
Curse of Lycanthropy (Su)
A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid target with the lycanthropy curse (Fortitude DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect.
Onset the next full moon; Frequency on the night of every full moon or whenever the target is injured
Effect target transforms into a wolf under the GM's control until the next morning
19 or higher:
Given the danger werewolves pose and the difficulty in detecting them Brevoy law allows for an agent of the Swordlords (including a sheriff) to demand a test. This can range from inflicting a small injury with a silver knife (which will become infected in a few hours), exposure to wolfsbane (target must make a concentration check DC 15+number of minutes exposed or shift), to imprisonment during the nights around a full moon.
Full stats: Werewolf
24 or higher:
Even without the test, it's clear from the wound (which is healing normally) that Kessen is not a werewolf.
Everyone who reads this and posts "not a wolf" receives:
You get no xp if you tell the password to a player directly, but you can recommend they read this spoiler.
Do not multiply this xp for now - I need to figure out how to handle that...
Oleg and Svetlana remain consonant hosts, and keep the single large table filled with food the entire evening. As Thaddeus describes the party's adventures (with frequent interruptions and embellishments by Bonfo, almost 30% of which are true) to the rapt attention of Sheriff Garess and his men. The Sheriff relates his own recent adventures, including his run in with a pack of hungry wolves that took a big bite out of his arm. "Ve should vatch him," says Sneeg, "zats how verevolves are created."
You should be proud. Even Heathy doesn't know what the hell he's talking about 99% of the time.
Edited for that old-timey avatar.
Board Etiquette-Or, I said Tomayto, You thought I said Tomahto and Got Offended By It (WARNING-this thread may offend!)