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<blockquote data-quote="Obly99" data-source="post: 8939671" data-attributes="member: 7035194"><p style="text-align: center"><span style="font-size: 26px"><strong>Natural Werewolf Race (12 RP)</strong></span></p><p>The original version before the changes can be found here (<a href="https://www.drivethrurpg.com/product/161635/Bite-Me-Werewolves" target="_blank">Bite Me! Werewolves - Misfit Studios | Pathfinder | DriveThruRPG.com</a>)</p><p><strong>Werewolf Racial Traits</strong></p><p>+2 Dexterity, +2 Charisma, –2 Intelligence: Werewolves are charismatic and agile, two traits necessary</p><p>when hunting as part of a pack. However, they find solo intellectual pursuits daunting, preferring the company of others. (0 RP)</p><p><strong>Two Bloods:</strong> Werewolves are humanoids with the shapechanger subtype, and one other humanoid</p><p>(e.g., elf, orc, or human) subtype chosen by the player, and referred to as their Base Race. They count as that humanoid type for purposes of prerequisites. Werewolves gain no abilities from this second type beyond physical appearance, although they remain vulnerable to effects and abilities that specifically target it. (1 RP)</p><p><strong>Medium Size:</strong> Werewolves are Medium creatures and receive no bonuses or penalties due to their size.</p><p><strong>Normal Speed: </strong>Werewolves have a base speed of 30 feet. (0 RP)</p><p><strong>Low-Light Vision: </strong>Werewolves see twice as far as humans in conditions of dim light. (1 RP)</p><p><strong>Lycanthropic Empathy:</strong> In any form, werewolves can communicate and empathize with wolves and oth-</p><p>er animals related to their animal form (but not hell-hounds or other outsiders or magical creatures). They can use Diplomacy to alter such an animal’s attitude, and when so doing gain a +4 racial bonus on the check. (1 RP)</p><p><strong>Beast Senses:</strong> Werewolves receive a +2 racial bonus to Perception. (2 RP)</p><p><strong>Creatures of the Wild:</strong> Werewolves receive a +2 racial bonus to Survival. (2 RP)</p><p><strong>Beast Form (Su):</strong> All natural werewolves may shift to a single beast form, that of their Base Animal, the wolf. The statistics, natural attacks, size, and abilities of the beast form are listed below, and advance at the listed level and in the listed manner. When transformed, use the ability scores of the Base Character or the Base Animal, whichever are greater. Hit points and saving throws remain those of the Base Character as potentially modified by the Beast Form’s ability scores, with any extra hit points granted by the change in forms being treated as temporary hit points. Equipment melds with the shift in form. The shift is a standard action that does not provoke attacks of opportunity, but a natural werewolf can shift forms as a move-equivalent action that doesn’t provoke attacks of opportunity by making a DC 15 Constitution check. A natural werewolf may remain transformed for a number of hours per day equal to its Constitution Modifier + character level (minimum 1). This duration does not need to be consecutive, but must be spent in 1-hour increments. Natural werewolves do not suffer from a compulsion to transform into wolf form when the full moon is visible. A slain werewolf reverts to its humanoid form, although it remains dead. Except where detailed here, this effect functions as the Change Shape ability listed in the basic lycanthrope template in the Bestiary. (6 RP)</p><p><strong>Lycanthropic Resilience:</strong> In beast, hybrid form, or primal form, a werewolf gains DR 2/silver, which increases by 2 points every odd level, to a maximum of DR 10/silver at 9th level. (5 RP)</p><p><strong>Vulnerability:</strong> Werewolves are especially vulnerable to the poison wolfsbane, and suffer a –2 penalty on their saves against it, and a –1 against spells that utilize it as an additional material component. (-2 RP)</p><p><strong>Vulnerability:</strong> Werewolves are especially vulnerable to silver. They never apply DR to silver attacks, no matter the source of the DR, and take an additional 1d6 points of damage from any damage from a silver source. (-4 RP)</p><p><strong>Languages:</strong> Werewolves speak Common, and the racial or regional language of their Base Race.</p><p>Werewolves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (0 RP)</p><p></p><p><strong>Beast Form Modifications</strong></p><p><strong>Size</strong> Medium; <strong>Speed</strong> 50 ft.; <strong>AC</strong> +2 natural armor; <strong>Attack</strong> bite (1d6 plus trip); <strong>Ability Scores</strong> Str 13, Dex</p><p>15, Con 15, Int 2, Wis 12, Cha 6; <strong>Special Qualities </strong>low-light vision, scent</p><p></p><p><strong>7th-Level Advancement</strong></p><p><strong>Size </strong>Large; <strong>AC</strong> +2 natural armor; <strong>Attack</strong> bite (1d8); <strong>Ability Scores</strong> Str +8, Dex –2, Con +4</p><p></p><p><strong>Hybrid Form [General, Lycanthrope]</strong></p><p><strong>Prerequisites:</strong> Lycanthrope, character level 6th or higher.</p><p><strong>Benefit:</strong> When changing forms using your Beast Form ability, you may now choose to transform into your base animal, or into that of a hybrid form of the same size as your humanoid form that blends your beast form with your base race. When transformed into hybrid form, you do not gain the normal benefits of transforming with your Beast Form racial ability. Instead, you gain the following benefits: you gain a racial bonus to Strength and Constitution of +2 that stacks with any existing racial bonuses, you gain the additional sensory qualities of your Beast Form (if any), the abilities of the Beast Form of your level (if any).</p><p>You gain a primary bite natural attack (deals piercing and slashing damage) with every non-vestigial head and two primary claw natural attacks (deal slashing damage) (if the Beast Form is a herbivorous creature instead you gain two slam attacks which deals bludgeoning damage) plus any natural attack the animal form possess, all of which deal 1d6 points of damage (for medium-sized Lycanthrope). Because your hands are clumsy and illequipped to wield weapons while in this form, you suffer a -2 penalty to attack rolls made</p><p>with manufactured weapons, and to the use of skills, such as Sleight of Hand and Disable Device, that rely on fine manipulation. If you do wield a manufactured weapon, any natural attacks you make are treated as secondary attacks, instead. While in hybrid form, you suffer a -4 to all Charisma-based skills and rolls except for Intimidate with creatures without the shapechanger subtype or the Lycanthropic Empathy Diplomacy check. This is a polymorph effect. Unlike other polymorph effects, your gear does not meld into your body with this transformation, but instead remains equipped and functions normally.</p><p></p><p><strong>Primal Form [General, Lycanthrope]</strong></p><p><strong>Prerequisites:</strong> Lycanthrope, character level 8th or higher.</p><p><strong>Benefit: </strong>When changing forms using your Beast Form racial ability, you may now choose to transform</p><p>into a normal creature, or into a more powerful, primitive version of your base animal. When transforming into your primal form, you gain all of the normal benefits and drawbacks of your beast form plus the follow-</p><p>ing benefits: you gain a +4 racial bonus to Strength and Constitution that stacks with existing racial bonuses; your natural armor bonus increases by +6; your base land speed increases by +10 feet; The damage of your primary attack in primal form increases one die step along the following progression: 1d2, 1d3, 1d4, 1d6, 1d8, 1d10, 2d6, 2d8. This is a polymorph effect.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8939671, member: 7035194"] [CENTER][SIZE=7][B]Natural Werewolf Race (12 RP)[/B][/SIZE][/CENTER] The original version before the changes can be found here ([URL='https://www.drivethrurpg.com/product/161635/Bite-Me-Werewolves']Bite Me! Werewolves - Misfit Studios | Pathfinder | DriveThruRPG.com[/URL]) [B]Werewolf Racial Traits[/B] +2 Dexterity, +2 Charisma, –2 Intelligence: Werewolves are charismatic and agile, two traits necessary when hunting as part of a pack. However, they find solo intellectual pursuits daunting, preferring the company of others. (0 RP) [B]Two Bloods:[/B] Werewolves are humanoids with the shapechanger subtype, and one other humanoid (e.g., elf, orc, or human) subtype chosen by the player, and referred to as their Base Race. They count as that humanoid type for purposes of prerequisites. Werewolves gain no abilities from this second type beyond physical appearance, although they remain vulnerable to effects and abilities that specifically target it. (1 RP) [B]Medium Size:[/B] Werewolves are Medium creatures and receive no bonuses or penalties due to their size. [B]Normal Speed: [/B]Werewolves have a base speed of 30 feet. (0 RP) [B]Low-Light Vision: [/B]Werewolves see twice as far as humans in conditions of dim light. (1 RP) [B]Lycanthropic Empathy:[/B] In any form, werewolves can communicate and empathize with wolves and oth- er animals related to their animal form (but not hell-hounds or other outsiders or magical creatures). They can use Diplomacy to alter such an animal’s attitude, and when so doing gain a +4 racial bonus on the check. (1 RP) [B]Beast Senses:[/B] Werewolves receive a +2 racial bonus to Perception. (2 RP) [B]Creatures of the Wild:[/B] Werewolves receive a +2 racial bonus to Survival. (2 RP) [B]Beast Form (Su):[/B] All natural werewolves may shift to a single beast form, that of their Base Animal, the wolf. The statistics, natural attacks, size, and abilities of the beast form are listed below, and advance at the listed level and in the listed manner. When transformed, use the ability scores of the Base Character or the Base Animal, whichever are greater. Hit points and saving throws remain those of the Base Character as potentially modified by the Beast Form’s ability scores, with any extra hit points granted by the change in forms being treated as temporary hit points. Equipment melds with the shift in form. The shift is a standard action that does not provoke attacks of opportunity, but a natural werewolf can shift forms as a move-equivalent action that doesn’t provoke attacks of opportunity by making a DC 15 Constitution check. A natural werewolf may remain transformed for a number of hours per day equal to its Constitution Modifier + character level (minimum 1). This duration does not need to be consecutive, but must be spent in 1-hour increments. Natural werewolves do not suffer from a compulsion to transform into wolf form when the full moon is visible. A slain werewolf reverts to its humanoid form, although it remains dead. Except where detailed here, this effect functions as the Change Shape ability listed in the basic lycanthrope template in the Bestiary. (6 RP) [B]Lycanthropic Resilience:[/B] In beast, hybrid form, or primal form, a werewolf gains DR 2/silver, which increases by 2 points every odd level, to a maximum of DR 10/silver at 9th level. (5 RP) [B]Vulnerability:[/B] Werewolves are especially vulnerable to the poison wolfsbane, and suffer a –2 penalty on their saves against it, and a –1 against spells that utilize it as an additional material component. (-2 RP) [B]Vulnerability:[/B] Werewolves are especially vulnerable to silver. They never apply DR to silver attacks, no matter the source of the DR, and take an additional 1d6 points of damage from any damage from a silver source. (-4 RP) [B]Languages:[/B] Werewolves speak Common, and the racial or regional language of their Base Race. Werewolves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (0 RP) [B]Beast Form Modifications Size[/B] Medium; [B]Speed[/B] 50 ft.; [B]AC[/B] +2 natural armor; [B]Attack[/B] bite (1d6 plus trip); [B]Ability Scores[/B] Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6; [B]Special Qualities [/B]low-light vision, scent [B]7th-Level Advancement Size [/B]Large; [B]AC[/B] +2 natural armor; [B]Attack[/B] bite (1d8); [B]Ability Scores[/B] Str +8, Dex –2, Con +4 [B]Hybrid Form [General, Lycanthrope] Prerequisites:[/B] Lycanthrope, character level 6th or higher. [B]Benefit:[/B] When changing forms using your Beast Form ability, you may now choose to transform into your base animal, or into that of a hybrid form of the same size as your humanoid form that blends your beast form with your base race. When transformed into hybrid form, you do not gain the normal benefits of transforming with your Beast Form racial ability. Instead, you gain the following benefits: you gain a racial bonus to Strength and Constitution of +2 that stacks with any existing racial bonuses, you gain the additional sensory qualities of your Beast Form (if any), the abilities of the Beast Form of your level (if any). You gain a primary bite natural attack (deals piercing and slashing damage) with every non-vestigial head and two primary claw natural attacks (deal slashing damage) (if the Beast Form is a herbivorous creature instead you gain two slam attacks which deals bludgeoning damage) plus any natural attack the animal form possess, all of which deal 1d6 points of damage (for medium-sized Lycanthrope). Because your hands are clumsy and illequipped to wield weapons while in this form, you suffer a -2 penalty to attack rolls made with manufactured weapons, and to the use of skills, such as Sleight of Hand and Disable Device, that rely on fine manipulation. If you do wield a manufactured weapon, any natural attacks you make are treated as secondary attacks, instead. While in hybrid form, you suffer a -4 to all Charisma-based skills and rolls except for Intimidate with creatures without the shapechanger subtype or the Lycanthropic Empathy Diplomacy check. This is a polymorph effect. Unlike other polymorph effects, your gear does not meld into your body with this transformation, but instead remains equipped and functions normally. [B]Primal Form [General, Lycanthrope] Prerequisites:[/B] Lycanthrope, character level 8th or higher. [B]Benefit: [/B]When changing forms using your Beast Form racial ability, you may now choose to transform into a normal creature, or into a more powerful, primitive version of your base animal. When transforming into your primal form, you gain all of the normal benefits and drawbacks of your beast form plus the follow- ing benefits: you gain a +4 racial bonus to Strength and Constitution that stacks with existing racial bonuses; your natural armor bonus increases by +6; your base land speed increases by +10 feet; The damage of your primary attack in primal form increases one die step along the following progression: 1d2, 1d3, 1d4, 1d6, 1d8, 1d10, 2d6, 2d8. This is a polymorph effect. [/QUOTE]
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