Well howdy all!!!
I would like to get some feedback on the template I have created for my campaign. Basically IMC, there are werewolves (MM) but these are in fact lesser or common werewolves. There is another race of Elder Werewolves that are different in some (many) ways from the lesser werewolves. One of these differences is thier good alignment.
One key I would like you all to look at when making comments is the ECL I have applied to this template. Is it to low based on the template?... to high? and if so, why and how?
Oh, as anote.. the DR I have listed is in a more 3.5 syntax, as my campaign is moving to something along those lines. (Magical (+1) Silver).
Thanks!!!! Any and all help is appreciated.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Elder Werewolf Template
Description
Elder Werewolves are an ancient race who mostly keeps to themselves. They are a race of duality, maintaining two spirits or souls in one being. They came into being when the soul of a wolf and a human combined in the body of the human. Elder Werewolves are a good race, seeking peace and the ability to live their dual lives unattached to the “civilized” world.
The effect of having a dual spirit in the same body manifested in an odd way. Elder Werewolves have alternate forms, being capable of assuming 3 different forms by achieving different balances between their two spirits.
When they allow the wolf spirit dominance, they take on the form of a normal wolf. In this form they are an animal and wolf in nearly every aspect, although they do maintain their capability for speech and rational thought.
When they allow the humanoid spirit to dominance, they take on a humanoid form. This form is often their original form.
When they seek a merging of spirits, they assume a hybrid form. This hybrid form is similar to that of the common (Lesser) werewolf, with some significant and noticeable differences. First among these differences is that their fur is always a dark black or blue color. Second, and most noticeable is the fact that the claws of a Hybrid Elder Werewolf are shining silver.
Elder Werewolves are affected by the full moon in a manner similar to the common (Lesser) werewolf. The full moon forces an Elder Werewolf to achieve a balance between their dual spirits, assuming hybrid form.
History
Not posted or applicable here. I may/will post on my web site
Statistics
Level Adjustment +4
Alignment Neutral Good or Lawful Good
Type Register as both base race (Humanoid) and Animal.
Register as Shapechanger when in Hybrid Form.
SQ
All forms
· Multiple Form / Moon Affect (SU)
· Quiet Contemplation (SP)
o 3/day
· Detect Lesser Lycanthrope (smell) (EX)
· Racial Memory (SU)
Human Form
· Trigger Change (SU)
o At will, target up to charisma bonus per round, minimum 1
· Invisibility to lesser Lycanthropes (SU)
o 3/day, Lasts Constitution bonus in rounds, minimum 1
Hybrid form
· Wolf Empathy (Ex)
· Heal 1 day worth of resting hp when change into Hybrid Form (SU)
· DR 15/Magical (+1) Silver (Ex)
· Silver claws (Ex)
· Bestow Gift (Su)
Wolf form
· Scent
· Dark Vision
· Speach
Feats
· Blind-Fighting
· Improved Initiative
· Weapon Finesse (bite)
· Scent (Hybrid and Animal Form)
· Improved Trip (Hybrid or Animal Form)
Ability Score Adjustment (Hybrid form)
· Strength +2
· Dexterity +4
· Constitution +4
· Charisma –4 (Hybrid form)
· Natural Armor +4
Special Restriction
Elder Werewolves must remain good. An elder Werewolf is incapable of achieving a neutral alignment of any kind. If an elder Werewolf ever commits an evil act, their alignment immediately converts to Chaotic Evil and they take on the Dark Werewolf Template.
Description
Types
Elder werewolves are two spirits inhabiting the same body. Due to this, they are able to assume three different type categories, based on which form they are in at the time. When in humanoid form, the Elder Werewolf has the form type of humanoid. When in animal form, they have the form type of animal. The only time the Elder Werewolf assumes the form type of Shape Changer is when in Hybrid form.
During the Full Moon, the Elder Werewolf is forced to assume Hybrid form as the two spirits are forced to join and coexist.
Trigger Change
When in humanoid form, an Elder Werewolf can trigger a lesser lycanthrope to change to hybrid form. This ability is a standard action and can be used at will. In order to resist the change, a lycanthrope must succeed at a will save against a DC of 20. This ability can target a number of lycanthropes within sight up to the Charisma bonus of the Elder Werewolf, with a minimum number of targets of 1.
Invisibility to Lesser Lycanthropes
When in humanoid form, an Elder Werewolf can become invisible to lesser lycanthropes. This ability works like the spell invisibility, with a duration of rounds equal to the Elder Werewolves wisdom bonus. This ability can be used 3 times per day.
Pacify
Elder Werewolves consistently force their dual spirits into a peaceful coexistent. They have learned, through time, to intone this same peacefulness on others. The effect of this intonation can actually turn a raging barbarian into a complete pacifist. The Elder Werewolf can intone pacify 3 times per day. The target may make a willpower saving throw (DC 15) to resist. Intoning the pacify ability is a full round action, and has the following affects:
Rounds 1 - 3: Target is at –1 to hit
Rounds 4 – 6: Target is at –3 to hit, and must make a will save to attack
Round 7: The subject becomes completely pacified for 4 hours. They will not attack or
take any aggressive action. The subject can defend himself or herself, but will not counterattack.
At the end of 4 hours, the subject can make another willpower saving throw to remove the affects of pacify. If this save fails, then the subject may only make a save upon a night when the full moon is shining.
Detect Lesser Lycanthrope
In any form, an Elder Werewolf can detect lesser lycanthropes within 50 feet by sniffing the air.
Racial Memory
In any form, an Elder Werewolf is capable of accessing the racial memories of all past and present Elder Werewolves. When they wish to access this racial memory, the Elder Werewolf drops into a trance for 4 hours. The Elder Werewolf must make a concentration check (DC 10, + modifiers based on DM discretion) to retrieve specific information from the racial memory.
Wolf Empathy
Elder Werewolves, in hybrid form, can communicate empathically with normal and dire wolves.
Healing through Form Change
When Elder werewolves enter Hybrid form, they heal damage equal to one full day of rest.
Damage Reduction
An Elder Werewolf in hybrid form gains damage reduction of 15 / Magic (+1) Silver. This means that a magical weapon with a minimum enchantment of +1, crafted of silver, must be used to overcome the damage resistance.
Silver Claws
An Elder Werewolf in Hybrid form has claws that are solid silver. These claws act as silver and Magical +1 weapons when considered for overcoming damage reduction.
Bestow Gift
An Elder Werewolf can bestow the gift of Lycanthropy (Elder Werewolf) upon a willing victim of good alignment. The victim immediately drops into a deep sleep for 8 hours and are unable to be woken. Once they awaken, their alignment shifts to Neutral or Lawful good, and they take on the Elder Werewolf template.
Further, an Elder Werewolf can bestow the gift on a willing lesser werewolf. The lesser werewolf is cured of their curse and takes on the gift of the Elder Werewolf.
Attempting to force the gift onto an unwilling victim immediately changes the Elder Werewolf into a Dark Werwolf.
***Edited and modified slightly. (Type modified, Invisibility no longer as Improved Invis, DR changed to silver +1, Level Adjustment changed to +4, removed the added hit dice)
I would like to get some feedback on the template I have created for my campaign. Basically IMC, there are werewolves (MM) but these are in fact lesser or common werewolves. There is another race of Elder Werewolves that are different in some (many) ways from the lesser werewolves. One of these differences is thier good alignment.
One key I would like you all to look at when making comments is the ECL I have applied to this template. Is it to low based on the template?... to high? and if so, why and how?
Oh, as anote.. the DR I have listed is in a more 3.5 syntax, as my campaign is moving to something along those lines. (Magical (+1) Silver).
Thanks!!!! Any and all help is appreciated.
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Elder Werewolf Template
Description
Elder Werewolves are an ancient race who mostly keeps to themselves. They are a race of duality, maintaining two spirits or souls in one being. They came into being when the soul of a wolf and a human combined in the body of the human. Elder Werewolves are a good race, seeking peace and the ability to live their dual lives unattached to the “civilized” world.
The effect of having a dual spirit in the same body manifested in an odd way. Elder Werewolves have alternate forms, being capable of assuming 3 different forms by achieving different balances between their two spirits.
When they allow the wolf spirit dominance, they take on the form of a normal wolf. In this form they are an animal and wolf in nearly every aspect, although they do maintain their capability for speech and rational thought.
When they allow the humanoid spirit to dominance, they take on a humanoid form. This form is often their original form.
When they seek a merging of spirits, they assume a hybrid form. This hybrid form is similar to that of the common (Lesser) werewolf, with some significant and noticeable differences. First among these differences is that their fur is always a dark black or blue color. Second, and most noticeable is the fact that the claws of a Hybrid Elder Werewolf are shining silver.
Elder Werewolves are affected by the full moon in a manner similar to the common (Lesser) werewolf. The full moon forces an Elder Werewolf to achieve a balance between their dual spirits, assuming hybrid form.
History
Not posted or applicable here. I may/will post on my web site
Statistics
Level Adjustment +4
Alignment Neutral Good or Lawful Good
Type Register as both base race (Humanoid) and Animal.
Register as Shapechanger when in Hybrid Form.
SQ
All forms
· Multiple Form / Moon Affect (SU)
· Quiet Contemplation (SP)
o 3/day
· Detect Lesser Lycanthrope (smell) (EX)
· Racial Memory (SU)
Human Form
· Trigger Change (SU)
o At will, target up to charisma bonus per round, minimum 1
· Invisibility to lesser Lycanthropes (SU)
o 3/day, Lasts Constitution bonus in rounds, minimum 1
Hybrid form
· Wolf Empathy (Ex)
· Heal 1 day worth of resting hp when change into Hybrid Form (SU)
· DR 15/Magical (+1) Silver (Ex)
· Silver claws (Ex)
· Bestow Gift (Su)
Wolf form
· Scent
· Dark Vision
· Speach
Feats
· Blind-Fighting
· Improved Initiative
· Weapon Finesse (bite)
· Scent (Hybrid and Animal Form)
· Improved Trip (Hybrid or Animal Form)
Ability Score Adjustment (Hybrid form)
· Strength +2
· Dexterity +4
· Constitution +4
· Charisma –4 (Hybrid form)
· Natural Armor +4
Special Restriction
Elder Werewolves must remain good. An elder Werewolf is incapable of achieving a neutral alignment of any kind. If an elder Werewolf ever commits an evil act, their alignment immediately converts to Chaotic Evil and they take on the Dark Werewolf Template.
Description
Types
Elder werewolves are two spirits inhabiting the same body. Due to this, they are able to assume three different type categories, based on which form they are in at the time. When in humanoid form, the Elder Werewolf has the form type of humanoid. When in animal form, they have the form type of animal. The only time the Elder Werewolf assumes the form type of Shape Changer is when in Hybrid form.
During the Full Moon, the Elder Werewolf is forced to assume Hybrid form as the two spirits are forced to join and coexist.
Trigger Change
When in humanoid form, an Elder Werewolf can trigger a lesser lycanthrope to change to hybrid form. This ability is a standard action and can be used at will. In order to resist the change, a lycanthrope must succeed at a will save against a DC of 20. This ability can target a number of lycanthropes within sight up to the Charisma bonus of the Elder Werewolf, with a minimum number of targets of 1.
Invisibility to Lesser Lycanthropes
When in humanoid form, an Elder Werewolf can become invisible to lesser lycanthropes. This ability works like the spell invisibility, with a duration of rounds equal to the Elder Werewolves wisdom bonus. This ability can be used 3 times per day.
Pacify
Elder Werewolves consistently force their dual spirits into a peaceful coexistent. They have learned, through time, to intone this same peacefulness on others. The effect of this intonation can actually turn a raging barbarian into a complete pacifist. The Elder Werewolf can intone pacify 3 times per day. The target may make a willpower saving throw (DC 15) to resist. Intoning the pacify ability is a full round action, and has the following affects:
Rounds 1 - 3: Target is at –1 to hit
Rounds 4 – 6: Target is at –3 to hit, and must make a will save to attack
Round 7: The subject becomes completely pacified for 4 hours. They will not attack or
take any aggressive action. The subject can defend himself or herself, but will not counterattack.
At the end of 4 hours, the subject can make another willpower saving throw to remove the affects of pacify. If this save fails, then the subject may only make a save upon a night when the full moon is shining.
Detect Lesser Lycanthrope
In any form, an Elder Werewolf can detect lesser lycanthropes within 50 feet by sniffing the air.
Racial Memory
In any form, an Elder Werewolf is capable of accessing the racial memories of all past and present Elder Werewolves. When they wish to access this racial memory, the Elder Werewolf drops into a trance for 4 hours. The Elder Werewolf must make a concentration check (DC 10, + modifiers based on DM discretion) to retrieve specific information from the racial memory.
Wolf Empathy
Elder Werewolves, in hybrid form, can communicate empathically with normal and dire wolves.
Healing through Form Change
When Elder werewolves enter Hybrid form, they heal damage equal to one full day of rest.
Damage Reduction
An Elder Werewolf in hybrid form gains damage reduction of 15 / Magic (+1) Silver. This means that a magical weapon with a minimum enchantment of +1, crafted of silver, must be used to overcome the damage resistance.
Silver Claws
An Elder Werewolf in Hybrid form has claws that are solid silver. These claws act as silver and Magical +1 weapons when considered for overcoming damage reduction.
Bestow Gift
An Elder Werewolf can bestow the gift of Lycanthropy (Elder Werewolf) upon a willing victim of good alignment. The victim immediately drops into a deep sleep for 8 hours and are unable to be woken. Once they awaken, their alignment shifts to Neutral or Lawful good, and they take on the Elder Werewolf template.
Further, an Elder Werewolf can bestow the gift on a willing lesser werewolf. The lesser werewolf is cured of their curse and takes on the gift of the Elder Werewolf.
Attempting to force the gift onto an unwilling victim immediately changes the Elder Werewolf into a Dark Werwolf.
***Edited and modified slightly. (Type modified, Invisibility no longer as Improved Invis, DR changed to silver +1, Level Adjustment changed to +4, removed the added hit dice)
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