Jazzir the Large
Attributes:
Total Health: 20
Base Health: 17
Iron Armor: +3
Total Stamina: 9
Base Stamina: 8
Khajiiti Bonus: +2
Iron Armor: -1
Total Magicka: 1
Base Magicka: 1
Regeneration:
Health Regen: 0
Stamina Regen: 2
Base Regen: 1
Enhanced Stamina (Werebeast): +1
Magicka Regen: 1
Base Regen: 1
Khajiiti Bonus: +2 Stamina, Night Eye
Werebeast Bonus (Lion): Can move 1 extra space per turn. Take 50% reduced fall damage.
Combat Skills:
One Handed, Novice
Two Handed, Apprentice
Throwing Weapons, Apprentice
Shields, Novice
Unarmed, Apprentice
Marksmanship, Novice
Heavy Armor, Apprentice
Non-Combat Skills:
Smithing, Novice
Alchemy, Novice
Cooking, Apprentice
Athletics, Apprentice
Acrobatics, Novice
Stealth, Novice
Pickpocketing, Novice
Lockpicking, Apprentice
Consumables Pack: 2 Potions, 1 Poison
Current Weapons: Iron Maul, Steel Dagger (x3)
Current Armor: Iron Armor
Inventory:
Rope
Crowbar
Waterskin
Trail Rations
Signal Whistle
Bullseye Lantern
Tinderbox
Torch (x3)
Alchemy Recipes Known:
Potion of Restore Health, Novice
Poison of Damage Health, Novice
Werebeast Form
Name: Unknown
Age: Unknown
Attributes:
Total Health: 23
Base Health: 17
Dark Metamorphosis: +6
Total Stamina: 16
Base Stamina: 8
Khajiiti Bonus: +2
Dark Metamorphosis: +6
Total Magicka: 1
Base Magicka: 1
Regeneration:
Health Regen: 0
Base Regen: 0
Stamina Regen: 2
Base Regen: 1
Enhanced Stamina: +1
Magicka Regen: 1
Base Regen: 1
Werebeast Abilities:
Dark Metamorphosis
Transforming takes one full turn to perform and you cannot attack in the same turn you’ve transformed. The heart for any werebeast transforms first, meaning vast amounts of pain in the chest when transforming. It’s not a fun thing to go through. But it isn’t all pain and no gain. Werebeasts gain 6 points extra health and stamina, and take 1 point of reduced damage from all physical attacks in their werebeast form.
Bestial Strength
In werebeast form gain Adept Unarmed skill level, or plus 1 tier of unarmed skill level if already adept or above in unarmed. Your attacks are strong enough to throw foes back up to 2 spaces away.
Bloodlust
Werecreatures will have a constant bloodlust which must be resisted in human form. They can learn to live with this bloodlust and have it in the backgrounds of their minds eventually. But it will always be there, and always wants to hunt. However gorging yourself on the flesh of a fresh victim in beast form will restore 2 health per turn.
Beast Allies
Animals of that were’s type might not attack your character, and may hunt with the werecreature if they are so inclined to. As a standard action a werecreature can attempt to call a beast of its type to aid it in battle assuming such creatures naturally exist in area at 25% success rate (Roll 1d4). The summoned creature will count as a pet companion controlled by you.
Enhanced Stamina
Werebeasts restore an additional 1 point of stamina per turn in werewolf and humanoid form.
Weakness to Silver
Werecreatures have a horrible weakness to silver in both their forms, much as vampires do. Werebeasts take 2x more damage from silver weaponry.
Weakness to Poison
Poison is deadly to werecreatures and will effect them twice as much as an ordinary person. In both forms. Werebeasts take 2x more damage from poison and poison based spells. Poisons with canis root, belladonna, or wolf’s bane deal 3x damage instead of 2x damage. Poison damage ignores defense bonuses gained from werebeast passives.
Restless Sleep
Werecreatures hold the spirit of a beast within themselves. They are never alone, and their sleep is constantly restless due to this. Again, the werecreature may learn to live with this, but it is not something that goes away.
Animal Detection
Animals will be able to tell that the person is a werecreature and will act strangely around them. Be careful being in towns or cities, as their curse may be detected if someone realizes why all the animals are suddenly acting strangely around you. There are exceptions to this based on the type of werecreature you are.
Immunity to Disease
Werebeasts are cursed forevermore by Hircine’s taint. They are immune to disease and disease based abilities and damage.
Nature's Wrath
Werebeasts are susceptible to nature spells designed to halt or control werebeasts. These spells can be resisted, but the danger is always present.
Werelion Abilities
Gain increased agility. Can move an extra 1 space per turn. Increased to 2 spaces per turn when transformed. Take 50% Reduced fall damage.