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What is the assumed caster level of a wand that is taken from an NPC or monster? Do you just use the level of the monster and be done with it.
Second, where can I find the monster or template for a were-shark? I know some monster book has to have this. And yes, you should know why I want this.
Thanks.

Kobold Catgirl |

What is the assumed caster level of a wand that is taken from an NPC or monster? Do you just use the level of the monster and be done with it.
Second, where can I find the monster or template for a were-shark? I know some monster book has to have this. And yes, you should know why I want this.
Thanks.
I don't know about a were-shark (though the MM gives a template for were-creatures) but any magic items the characters buy or find that can have spells are, unless otherwise stated, the minimum caster level required to cast the spell. For example, a wand of Magic Missile would have a caster level of 1.

Troy Pacelli |

I've done some searching and the best I could come up with is this book from White Wolf:
http://www.rpg.net/news+reviews/reviews/rev_4680.html
I could find nothing D&D related beyond the reference you site above. You might have to consider a custom build.
On the magic item thing, the player must always assume the minimum level until "Identify" states otherwise. The DM can do the same for randomly generated items, or may consider the item's history. If the DM determines that a particular NPC created the item, then the level could be anywhere between the minimum for creation and the current level of the NPC. Again, that's up to the DM to decide.

Dragonchess Player |

What is the assumed caster level of a wand that is taken from an NPC or monster? Do you just use the level of the monster and be done with it.
Magical items, unless otherwise stated, use the minimum caster level needed to cast the spell (1st level for a 1st level cleric/druid/sorcerer/wizard spell, 3rd level for a 2nd level cleric/druid/sorcerer/wizard spell, etc.; bard/paladin/ranger only spells would use CLs for bards, paladins, or rangers).
Second, where can I find the monster or template for a were-shark? I know some monster book has to have this. And yes, you should know why I want this.
I found the were-shark, its in Monsters of Faerun. Not really what Im looking for. Im looking more for a shark-man, a humanoid with the head of a shark. I know Ive seen one somewhere.
Shark-headed humanoids are the Aventi in Stormwrack, IIRC.

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Cralius the Dark wrote:What is the assumed caster level of a wand that is taken from an NPC or monster? Do you just use the level of the monster and be done with it.Magical items, unless otherwise stated, use the minimum caster level needed to cast the spell (1st level for a 1st level cleric/druid/sorcerer/wizard spell, 3rd level for a 2nd level cleric/druid/sorcerer/wizard spell, etc.; bard/paladin/ranger only spells would use CLs for bards, paladins, or rangers).
Cralius the Dark wrote:Shark-headed humanoids are the Aventi in Stormwrack, IIRC.Second, where can I find the monster or template for a were-shark? I know some monster book has to have this. And yes, you should know why I want this.
I found the were-shark, its in Monsters of Faerun. Not really what Im looking for. Im looking more for a shark-man, a humanoid with the head of a shark. I know Ive seen one somewhere.
Actually, the Aventi were humans who were turned into Amphibious beings by their patron deity since their island home sunk into the seas.
Anyway, for the shark-headed humanoids you're wanting, why not use the weresharks from Monsters of Faerun, but only the Hybrid state(removing the transformation ability)? Essentially, you're changing them from weresharks to sharkmen, and there's virtually no change to stats. It keeps things simple.

Dragonchess Player |

Dragonchess Player wrote:Shark-headed humanoids are the Aventi in Stormwrack, IIRC.Actually, the Aventi were humans who were turned into Amphibious beings by their patron deity since their island home sunk into the seas.
My mistake.
I thought Stormwrack had the shark-headed humanoids, though (Darfellan?).

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Cato Novus wrote:Dragonchess Player wrote:Shark-headed humanoids are the Aventi in Stormwrack, IIRC.Actually, the Aventi were humans who were turned into Amphibious beings by their patron deity since their island home sunk into the seas.My mistake.
I thought Stormwrack had the shark-headed humanoids, though (Darfellan?).
Nope, Darfellan are more like Orca whales turned humanoid.
In fact, there's nothing that's much like a sharkman. There is however a creature that's like a cross between a humanoid and an eel. The Anguillian.

Jeremy Mac Donald |

You can also make a were shark using 3.5. Essentially its the Lycanthropy Template and the Shark entry in the Monster Manual.
I had to do this when I converted the old Dungeon adventure Secret of the Towers as that has a Wereshark in it.
That said if you have access to another source for Weresharks I honestly suggest using that source. The Lycanthropy template is probably the single most badly done template in 3.5. Its brutally confusing. Furthermore Lycanthropes are not very well designed from an ease of use standpoint. Each one is essentially 3 creatures depending on the form it happens to be in. I spent a ridiculous number of hours statting this guy up. At least 4 solid hours of work. My players killed him about half way through round one - took them maybe 4 minutes of game time. A deeply annoying experience all around - many hours of work for a combat that was notable more for how lame it was then anything else. A big part of the problem here was all the different forms. When your stat block runs like 6 pages you know that there are issues.

Jeremy Mac Donald |

D&D's shark-men are the sahuagin. Add class levels to gain desired special abilities as desired (barbarian for blood frenzy, etc).
Sahuagin are cool but I'm not really sure how we get to them being sharkmen.
Their more like evil aquatic Aztecs who see sharks as holy creatures and worship a viscous Shark God. So sharks play an important part in their culture and mythology but their not really shark men per se.
Important Sahuagin get four arms for example which does not really equate shark man to me (though it certianly is cool).

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Vigil wrote:D&D's shark-men are the sahuagin. Add class levels to gain desired special abilities as desired (barbarian for blood frenzy, etc).Sahuagin are cool but I'm not really sure how we get to them being sharkmen.
Their more like evil aquatic Aztecs who see sharks as holy creatures and worship a viscous Shark God. So sharks play an important part in their culture and mythology but their not really shark men per se.
Important Sahuagin get four arms for example which does not really equate shark man to me (though it certianly is cool).
I always saw Sahuagin as kinda like catfishmen who worshiped a fiendish shark, myself.