Lycanthrope Heritage

malcolm_n

Adventurer
[FONT=&quot]"Tell me boy; did they say you'd be fine? Did they tell you lycanthropes can't turn you into one of their own? They were wrong! I've seen it with me own eyes. Men, changed into terrible beasts when the moon is full. They've lied to you boy; that's why they watch you closely now. That's why, even though they say you're fine, nobody wants you near their livestock. Heed this warning, and listen well. You have been given a curse of the most frightening sort; and the only true way to remove it now that it's taken hold is to pray forgiveness from whatever god you pray to and end your existence on this plane."
-Jeremy Wolfbane, to his own son after a werewolf attack

The Monster Manual states that lycanthropes are only born, never created. The information here intends to change that. Lycanthropy can be a dangerous affliction, caused by the bite of a werewolf, rat, or other lycanthrope. For a full experience, it is suggested that a character wishing to start play as a lycanthrope take the moon-burdened background and select the Lycanthrope Heritage bloodline feat. If a character wishes to become a lycanthrope later during the course of the game, it is suggested that the character have a run-in with said creatures prior to taking the feat. Of course, this is not mandatory, as the character may just "wander off" one night to investigate something and be attacked.

Moon-Burdened
Your friends, family, or town was attacked by a lycanthrope. When you stepped in to help, you were bitten and almost died. Soon after, you found yourself stairing off at the moon as it waxed. At its peak, the full moon was the only one to see you change into the terrible creature you've become. Do others know your terrible secret? Are you scarred or permanently changed physically by the transformation?
Associated Skills: Intimidate, Perception
[sblock=New Feats]Lycanthrope Heritage [lycanthrope bloodline]
Prerequisite: Living humanoid race
Benefit: You gain moon frenzy as a utility power. Also, you gain a +3 feat bonus to Perception checks.
Moon Frenzy Feat Power
You take on the appearance of a crazed beast and attack with abandon.
Daily * Stance
Minor Action Personal
Special:
You can enter this stance as an immediate reaction when you are first bloodied during combat.
Special: If your DM allows, you can use this stance as an encounter power any time in which there is a full moon.
Effect: Until the Stance ends, you gain a +2 bonus to attacks and damage rolls, and you must attack a creature each turn or you are dazed until the end of your next turn. While you are not bloodied, you can end this stance as a free action. While bloodied, you can end this stance as a standard action.


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[/FONT][sblock=New Feats][FONT=&quot]Bear-Blood [lycanthrope bloodline]
Prerequisite:
Lycanthrope Heritage
Benefit: You can use Moon Frenzy twice per day. In addition, when you are in your moon frenzy stance and hit a target with an attack, you can stop the target from moving as an immediate interrupt once before the end of your next turn. If it has actions remaining, it can use them to resume moving.

Boar-Blood [lycanthrope bloodline]
Prerequisite:
Lycanthrope Heritage
Benefit: You can use Moon Frenzy twice per day. In addition, when you are in your moon frenzy stance and hit a target with an attack, you can push the target 1 square after applying any other forced movement.
Special: You cannot take this feat with any other feat that increases how often you use moon frenzy.

[/FONT][FONT=&quot]Rat-Blood [lycanthrope bloodline]
Prerequisite:
Lycanthrope Heritage
Benefit: You can use Moon Frenzy twice per day. In addition, when you are in your moon frenzy stance and hit a target with an attack, you can shift 1 square.
Special: You cannot take this feat with any other feat that increases how often you use moon frenzy.

[/FONT][FONT=&quot]Tiger-Blood [lycanthrope bloodline]
Prerequisite:
Lycanthrope Heritage
Benefit: You can use Moon Frenzy twice per day. In addition, when you are in your moon frenzy stance and hit a target with an attack, the target takes a -2 penalty to attack rolls until the end of your next turn.
Special: You cannot take this feat with any other feat that increases how often you use moon frenzy.

[/FONT][FONT=&quot]Wolf-Blood [lycanthrope bloodline]
Prerequisite:
Lycanthrope Heritage
Benefit: You can use Moon Frenzy twice per day. In addition, when you are in your moon frenzy stance and hit a target with an attack, you knock that target prone.
[/FONT][FONT=&quot]Special: You cannot take this feat with any other feat that increases how often you use moon frenzy.[/FONT][FONT=&quot]

Lycanthrope Lord [lycanthrope bloodline]
Prerequisite:
Level 21, Lycanthrope Heritage
Benefit: While in your moon frenzy stance, your attacks can score a critical hit on a 19 or 20.
If you also have one of the following feats, you gain an additional benefit once per round when in moon frenzy.
Bear-Blood - You can roll to attack twice when you make a basic attack as a standard action.
[/FONT][FONT=&quot] You choose which result to keep.[/FONT]
[FONT=&quot]Boar-Blood - You can roll to attack twice when you make a basic attack and you grant combat advantage. You choose which result to keep.
Rat-Blood - You can roll to attack twice when you make a basic attack and you have combat advantage.
[/FONT][FONT=&quot] You choose which result to keep.[/FONT]
[FONT=&quot]Tiger-Blood - You can roll to attack twice at the end of a charge and choose which to keep.
Wolf-Blood - you can roll to attack twice when making a basic attack outside of your turn and choose which to keep.
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Monstrous Heros
Most hit points are skinned as well last ditch defending yourself in one form or another they might include a nick or a bruise but the depletion of luck and morale and fatigue are the main gist... but not for the monstrous hero. For the monstrous hero hit points are very transient but real appearing wounds ... the sense of self preservation just isnt there he/she doesnt think to defend himself.

For some monstrous heros there own "regeneration" is very disturbing it alienates them (ie see the morale element of hit points) and it also has other limits like inducing fatigue or depletion of a primal energy source. Monstrous regeneration is mechanically a cosmetic effect and does not necessarily correspond to the advanced recuperative energies for instance those of the shifter.

;p
 




Ah, cool. Yes, much clearer. Thank you :)

Quick off topic, I'll get more of the character builds moved over today.

I put a link on there to one of the builds that was ummm in the char op forums but was so not really about optimization and which fit the theme perfectly.
 

I don't think the stance has enough of a downside. +3 to hit is pretty darn big, and most of the time I attack every turn anyway.

+3 to hit for a whole encounter, with no downside unless I get stunned at some point? Yes please.

I'm not sure how I'd fix it, so this criticism isn't as constructive as it could be, but yeah, that's my thoughts.
 


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