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Nosferatu (prestige class) ??
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<blockquote data-quote="gamerprinter" data-source="post: 5290864" data-attributes="member: 50895"><p><strong>Draft 2... nosferatu and loup garou</strong></p><p></p><p><strong>Nosferatu</strong> (prestige class)</p><p></p><p>The nosferatu is an intelligent undead humanoid with many properties similar to a vampire, though not as powerful nor as weak. A nosferatu is a blood drinker that feeds with a fanged bite causing 1 - 3 point of CON damage per attack in addition to minor fang damage gaining a temporary 1 CON point. A nosferatu loses 1 point of CON per day. A nosferatu cannot drain life energy nor cause ability drain, only ability damage. A nosferatu is not harmed by sunlight though suffers from lightblindness as a weakness. Nosferatu live in urban humanoid areas.</p><p></p><p>Requirements:</p><p>Must be a living, corporeal humanoid with a minimum of 5 class levels, or is killed through total CON damage under attack by a master nosferatu.</p><p></p><p>HD: d8, Saves: good reflex, 2+INT modifier in skills, same skills as in life.</p><p>Traits: undead traits and immunities.</p><p></p><p>1st: Darkvision 60', Fangs (1d2 damage), gains 10 Nosferatu weaknesses</p><p>2nd: Hypnotism (Sp) at will, subtract 1 weakness</p><p>3rd: Fast Crawl, subtract 1 weakness</p><p>4th: Climb Walls, Sharp Fangs (1d4 damage), subtract 1 weakness</p><p>5th: Burrow through earth 20', subtract 1 weakness</p><p>6th: Hide in Plain Sight, Blindsense, subtract 1 weakness</p><p>7th: Hold Person (Sp) as spell x half nosferatu levels in uses, subtract 1 weakness</p><p>8th: Uncanny Movement, Savage Fangs (1d6 damage), subtract 1 weakness</p><p>9th: Gaseous Form, subtract 1 weakness</p><p>10th: Add +2 to Str, Dex or Int, Master Nosferatu, subtract 1 weakness</p><p></p><p>Nosferatu Weaknesses: Garlic Allergen (-2 attacks and checks), holy water (causes 1d4 damage), impalement (causes paralyzation), light blindness (blinded for 1st round in sunlight and light sensitivity thereafter, -2 attacks and checks), no reflection, repulsed by holy symbols, shadowless, sunburn, scent of death (creatures with scent react negatively to nosferatu), water immersion (if held underwater nosferatu loses 1 CON per round until destroyed). Also if Light Blindness is removed, the nosferatu is still subject to light sensitivity. Nosferatu must 'sleep' for 8 consequetive hours within a coffin or other close contained area every 24 hours.</p><p></p><p>At each level up a nosferatu can remove any one weakness of choice, but can never remove water immersion.</p><p></p><p>Climb Walls - as per <em>Spider Climb</em> spell, x half nosferatu levels per day.</p><p></p><p>Fast Crawl - double normal movement rate, if on all fours.</p><p></p><p>Uncanny Movement - within the range of normal movement rate (walking) may move 10 x its normal speed for any one action.</p><p></p><p>Master Nosferatu - at 10th level a nosferatu has power to control the victims he has converted to nosferatu form after damaging them of all their CON. He is able to summon them at will, though they must walk/run/fly to make their appearance and does not magically, instantly appear and arrive in 1d8 rounds. He can <em>command</em> them as per spell, and they have no save or resistance. These nosferatu minions cannot willfully harm their master, nor reveal information, weaknesses or whereabouts to third parties.</p><p></p><p>While nosferatu minions can eventually be masters themselves, while their own master still exists, they are still subject to summons and protections to their master. Thus a hierarchy of nosferatu clan generations could ultimately exist, though maintaining aninimoty and limited food supplies, forces secondary master-minion hierarchies to relocate to other humanoid communities.</p><p></p><p>A nosferatu cannot possess more CON points then they had in life and lose 1 CON per 24 hour period. At zero CON a nosferatu has 1 hour to cause a CON damage or will be destroyed. When first converted to Nosferatu, upon awakening from coffin, a minions has zero CON and must cause 1 point of CON in the first hour or is destroyed. Usually the first attacks have the intent of causing full CON damage to gain as much as its original CON score in life, thus may attack more than one victim. Only a master nosferatu can create nosferatu minions, all victims killed by lesser nosferatu are just dead. Once full CON is achieved, then victims can be attacked without killing them at 1 CON damage a day for perpetual survival or allows several days to pass without attacks then damages for longer periods to gain full CON.</p><p></p><p>Normally a single attack causes 1 CON damage, however, if victim is grappled, held or otherwise immobile, the nosferatu can cause 1 CON damage per round of blood drinking. A nosferatu can only drink sentient humanoid blood, animals and non-humanoids provide no nourishment.</p><p></p><p><strong>Loup Garou</strong> (prestige class)</p><p></p><p>Requirements: medium sized humanoid of at least 5th level of experience, and failed a Fort DC 15 to negate the bite of a pack master loup garou and conferred the curse of lycanthropy.</p><p></p><p>HD: d10, BAB: Fighter, Saves: Good Fort, 2 + Int modifier for skills, bonus skills: climb, intimidate, perception.</p><p></p><p>1st: Change Shape (as afflicted), Favored Terrain (forest), Low Light Vision, Pheremone, Scent, -4 CHR; when in hybrid form +2 STR and +2 CON, att: 2 claw 1d3, bite 1d4, Savage Feeding</p><p>2nd: DR 1/silver, Track by Scent (+5 bonus to survival checks for tracking)</p><p>3rd: Delay Feeding, Favored Terrain (swamp), Woodland Stride</p><p>4th: DR 2/silver, Savage Attack: 2 claw 1d6, bite 1d8</p><p>5th: Control Feeding, Mask Pheremone, Alignment Shift, Reduced Recovery, </p><p>6th: DR 3/sliver, Howl of Dismay (-2 morale penalty attack, checks and saves)</p><p>7th: Alignment Shift, +20 movement rate</p><p>8th: DR 4/silver, Mauling Attack: 2 claws 1d8, bite 1d10</p><p>9th: Alignment Shift, Fast Change Shape</p><p>10th: Abate Feeding, DR 5/silver, Pack Master</p><p></p><p>Change Shape (Su) - as per afflicted lycanthrope in Pathfinder Bestiary, Lycanthrope, page 196, however loup garou can only assume the hybrid form and not the animal base form as a standard werewolf.</p><p></p><p>Pheremone - in all its forms a loup garou projects a strong musky pheremone, that can be noticed by humanoids within a 10' distance, and by all beings with scent up to 60' distance and grants a -4 CHR modifier. The strong odor usually forces the loup garou to live apart from humanity, in wilderness forest or swamp.</p><p></p><p>Savage Feeding - once per lunar cycle, when in hybrid form, a loup garou must kill and feed on first humanoid prey, immediately on sight.</p><p></p><p>Delay Feeding - during the lunar cycle, when in hybrid form, a loup garou may delay a feeding attack by a single day if she succeeds a Will check, she may continue to attempt to dealy feeding, but suffers a -2 penalty to her check, cumulatively each successive day.</p><p></p><p>Control Feeding - when in hybrid form, a loup garou may feed at any time during the lunar cycle as she chooses.</p><p></p><p>Mask Pheremone - a loup garou can suppress its pheremone odor so that humanoids can no longer detect it, her CHR penalty is reduced to -2, however any creature with scent can still detect something is wrong and react agressively.</p><p></p><p>Alignment Shift - from 1st through 4th level afflicted Loup Garou character retains her alignment while in humanoid form, though is Chaotic Evil in hybrid form and base animal form (wolf). At 5th the character's alignment shifts one space towards chaotic evil (lawful good shifts to neutral good or neutral good to neutral, for example). At 7th and 9th levels alignments occur once more, though may achieve chaotic evil alignment before the next shift which is the final alignment at 9th level.</p><p></p><p>Reduced Recovery - if attempted to drink a dose of Wolfsbane to grant a new FORT save to recover from afflicted lycanthropy (Pathfinder Bestiary, Lycanthrope, page 196) gains a +5 bonus to save.</p><p></p><p>Fast Change Shape - as per natural lycanthrope, change shape as a move action.</p><p></p><p>Abate Feeding - a 10th level loup garou may skip lunar cycle feedings up to 1d4 cycles</p><p></p><p>Pack Master - a 10th level Loup Garou can confer Curse of Lycanthropy to those she bites if they fail a Fort DC 15 to negate. The pack master leads a pack of her lycanthropic afflicted subordinates. She gains Howl of Changing, that forces all lycanthropes to shapechange if within hearing distance. Once Pack Master is achieved, drinking a dose of wolfsbane nolonger grants a new FORT check to recover from lycanthropy.</p><p></p><p>1st - 4th level is the best time to attempt to recover from lycanthropy, 5th to 9th a new FORT check can be granted with a penalty, however alignment shifts are permanent, a pack master is a permanent lycanthrope.</p><p></p><p>Critiques and comments?</p><p></p><p>GP</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 5290864, member: 50895"] [b]Draft 2... nosferatu and loup garou[/b] [B]Nosferatu[/B] (prestige class) The nosferatu is an intelligent undead humanoid with many properties similar to a vampire, though not as powerful nor as weak. A nosferatu is a blood drinker that feeds with a fanged bite causing 1 - 3 point of CON damage per attack in addition to minor fang damage gaining a temporary 1 CON point. A nosferatu loses 1 point of CON per day. A nosferatu cannot drain life energy nor cause ability drain, only ability damage. A nosferatu is not harmed by sunlight though suffers from lightblindness as a weakness. Nosferatu live in urban humanoid areas. Requirements: Must be a living, corporeal humanoid with a minimum of 5 class levels, or is killed through total CON damage under attack by a master nosferatu. HD: d8, Saves: good reflex, 2+INT modifier in skills, same skills as in life. Traits: undead traits and immunities. 1st: Darkvision 60', Fangs (1d2 damage), gains 10 Nosferatu weaknesses 2nd: Hypnotism (Sp) at will, subtract 1 weakness 3rd: Fast Crawl, subtract 1 weakness 4th: Climb Walls, Sharp Fangs (1d4 damage), subtract 1 weakness 5th: Burrow through earth 20', subtract 1 weakness 6th: Hide in Plain Sight, Blindsense, subtract 1 weakness 7th: Hold Person (Sp) as spell x half nosferatu levels in uses, subtract 1 weakness 8th: Uncanny Movement, Savage Fangs (1d6 damage), subtract 1 weakness 9th: Gaseous Form, subtract 1 weakness 10th: Add +2 to Str, Dex or Int, Master Nosferatu, subtract 1 weakness Nosferatu Weaknesses: Garlic Allergen (-2 attacks and checks), holy water (causes 1d4 damage), impalement (causes paralyzation), light blindness (blinded for 1st round in sunlight and light sensitivity thereafter, -2 attacks and checks), no reflection, repulsed by holy symbols, shadowless, sunburn, scent of death (creatures with scent react negatively to nosferatu), water immersion (if held underwater nosferatu loses 1 CON per round until destroyed). Also if Light Blindness is removed, the nosferatu is still subject to light sensitivity. Nosferatu must 'sleep' for 8 consequetive hours within a coffin or other close contained area every 24 hours. At each level up a nosferatu can remove any one weakness of choice, but can never remove water immersion. Climb Walls - as per [I]Spider Climb[/I] spell, x half nosferatu levels per day. Fast Crawl - double normal movement rate, if on all fours. Uncanny Movement - within the range of normal movement rate (walking) may move 10 x its normal speed for any one action. Master Nosferatu - at 10th level a nosferatu has power to control the victims he has converted to nosferatu form after damaging them of all their CON. He is able to summon them at will, though they must walk/run/fly to make their appearance and does not magically, instantly appear and arrive in 1d8 rounds. He can [I]command[/I] them as per spell, and they have no save or resistance. These nosferatu minions cannot willfully harm their master, nor reveal information, weaknesses or whereabouts to third parties. While nosferatu minions can eventually be masters themselves, while their own master still exists, they are still subject to summons and protections to their master. Thus a hierarchy of nosferatu clan generations could ultimately exist, though maintaining aninimoty and limited food supplies, forces secondary master-minion hierarchies to relocate to other humanoid communities. A nosferatu cannot possess more CON points then they had in life and lose 1 CON per 24 hour period. At zero CON a nosferatu has 1 hour to cause a CON damage or will be destroyed. When first converted to Nosferatu, upon awakening from coffin, a minions has zero CON and must cause 1 point of CON in the first hour or is destroyed. Usually the first attacks have the intent of causing full CON damage to gain as much as its original CON score in life, thus may attack more than one victim. Only a master nosferatu can create nosferatu minions, all victims killed by lesser nosferatu are just dead. Once full CON is achieved, then victims can be attacked without killing them at 1 CON damage a day for perpetual survival or allows several days to pass without attacks then damages for longer periods to gain full CON. Normally a single attack causes 1 CON damage, however, if victim is grappled, held or otherwise immobile, the nosferatu can cause 1 CON damage per round of blood drinking. A nosferatu can only drink sentient humanoid blood, animals and non-humanoids provide no nourishment. [B]Loup Garou[/B] (prestige class) Requirements: medium sized humanoid of at least 5th level of experience, and failed a Fort DC 15 to negate the bite of a pack master loup garou and conferred the curse of lycanthropy. HD: d10, BAB: Fighter, Saves: Good Fort, 2 + Int modifier for skills, bonus skills: climb, intimidate, perception. 1st: Change Shape (as afflicted), Favored Terrain (forest), Low Light Vision, Pheremone, Scent, -4 CHR; when in hybrid form +2 STR and +2 CON, att: 2 claw 1d3, bite 1d4, Savage Feeding 2nd: DR 1/silver, Track by Scent (+5 bonus to survival checks for tracking) 3rd: Delay Feeding, Favored Terrain (swamp), Woodland Stride 4th: DR 2/silver, Savage Attack: 2 claw 1d6, bite 1d8 5th: Control Feeding, Mask Pheremone, Alignment Shift, Reduced Recovery, 6th: DR 3/sliver, Howl of Dismay (-2 morale penalty attack, checks and saves) 7th: Alignment Shift, +20 movement rate 8th: DR 4/silver, Mauling Attack: 2 claws 1d8, bite 1d10 9th: Alignment Shift, Fast Change Shape 10th: Abate Feeding, DR 5/silver, Pack Master Change Shape (Su) - as per afflicted lycanthrope in Pathfinder Bestiary, Lycanthrope, page 196, however loup garou can only assume the hybrid form and not the animal base form as a standard werewolf. Pheremone - in all its forms a loup garou projects a strong musky pheremone, that can be noticed by humanoids within a 10' distance, and by all beings with scent up to 60' distance and grants a -4 CHR modifier. The strong odor usually forces the loup garou to live apart from humanity, in wilderness forest or swamp. Savage Feeding - once per lunar cycle, when in hybrid form, a loup garou must kill and feed on first humanoid prey, immediately on sight. Delay Feeding - during the lunar cycle, when in hybrid form, a loup garou may delay a feeding attack by a single day if she succeeds a Will check, she may continue to attempt to dealy feeding, but suffers a -2 penalty to her check, cumulatively each successive day. Control Feeding - when in hybrid form, a loup garou may feed at any time during the lunar cycle as she chooses. Mask Pheremone - a loup garou can suppress its pheremone odor so that humanoids can no longer detect it, her CHR penalty is reduced to -2, however any creature with scent can still detect something is wrong and react agressively. Alignment Shift - from 1st through 4th level afflicted Loup Garou character retains her alignment while in humanoid form, though is Chaotic Evil in hybrid form and base animal form (wolf). At 5th the character's alignment shifts one space towards chaotic evil (lawful good shifts to neutral good or neutral good to neutral, for example). At 7th and 9th levels alignments occur once more, though may achieve chaotic evil alignment before the next shift which is the final alignment at 9th level. Reduced Recovery - if attempted to drink a dose of Wolfsbane to grant a new FORT save to recover from afflicted lycanthropy (Pathfinder Bestiary, Lycanthrope, page 196) gains a +5 bonus to save. Fast Change Shape - as per natural lycanthrope, change shape as a move action. Abate Feeding - a 10th level loup garou may skip lunar cycle feedings up to 1d4 cycles Pack Master - a 10th level Loup Garou can confer Curse of Lycanthropy to those she bites if they fail a Fort DC 15 to negate. The pack master leads a pack of her lycanthropic afflicted subordinates. She gains Howl of Changing, that forces all lycanthropes to shapechange if within hearing distance. Once Pack Master is achieved, drinking a dose of wolfsbane nolonger grants a new FORT check to recover from lycanthropy. 1st - 4th level is the best time to attempt to recover from lycanthropy, 5th to 9th a new FORT check can be granted with a penalty, however alignment shifts are permanent, a pack master is a permanent lycanthrope. Critiques and comments? GP [/QUOTE]
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