<Review Please> Elder Werewolf Template

bill2825

First Post
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.


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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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So, wait. Really, really good unbalanced attribute scores, +3 hit dice, natural armor and DR 15/+2 or silver? A smattering of feats, and assorted other abilities? For an ECL of +3? I don't have Savage Species, but that seems really low to me.
 

I never even thought to look in Savage species!!! Gonna grab that off my shelf when I get home.....

Other than that.. I added a couple things over the common werewolf template (ECL +2) while trying to add balance through the increase in ECL and restriction to 2 alignments (LG/NG).

I guess maybe I should have drawn those out for easier comparison.....

Benefits:

Quiet conteplation (Sp)
Detect Lycanthrope (Ex)
Racial Memory (Su)
Trigger change (Su)
Invis to Lycanthrope (Su)
Special Attach (silver/+1) (Ex)
DR Increase (Magic +1 and silver vs silver only)
Increased Natural Armor (+4 vs +2)
Darkvision (Single Form)

Restriction
ECL Increase (+2 to +3)
Alignment Restriction (LG or NG)
Healing from Form change Restricted to 1 form


Questionable Affect
Multiple form types vs 1 form type



so looking at it in that way, what would you recomend stripped to drop it to ECL 3, or what would you recomend the ECL raised to?

As I mentioned above, I will also check SS when I get home.


Thanks!!!
 

bill2825 said:
I never even thought to look in Savage species!!! Gonna grab that off my shelf when I get home.....

Other than that.. I added a couple things over the common werewolf template (ECL +2) while trying to add balance through the increase in ECL and restriction to 2 alignments (LG/NG).

I don't regard that kind of alignment restriction as a really big deal. As I see it, either people will want to play LG/NG character, or they won't play this race.

so looking at it in that way, what would you recomend stripped to drop it to ECL 3, or what would you recomend the ECL raised to?

I'd call this currently an ECL 4 or 5 race -- but then, I think I'd also call normal lycanthropes an ECL of more than 2. So maybe my opinion is useless. :)
 

Hey Bill
With SS in front of me, here I go...

Starting Point:Lesser Werewolf has an ECL of +3

-You give GW +3 HD: +3 ECL

-Quiet Contemplation: 3rd level characters have access to Calm Emotions, +0 ECL

-Detect Lycanthrope: similar to the spell Detect Evil, but this ability is usable at will, so +1 ECL. Although Paladins have it too...

-Racial Memory: Similar to the Bardic Knowledge ability, with severe limitation (4 hour duration). +0 ECL

-Trigger Change: I have no idea if it's an ECL raise or not.

-Invisibility to Lycanthrope: Similar to Invisibility to Undead, available at level 1, but with effects like Improved Invisibility, available at level 7. For Konnie, +0 ECL

-Silver Claws: This follows from all animals Natural Weapons, dependent on their DR. Actually the claws should be considered +2 for getting through DR. +0 ECL

-DR Increase: From 15/Silver to 15/+2 or silver. I don't know. I'm going to say +0 ECL because it's my character.;) Might this change when 3.5 DR rules come out? If it reverts to 15/silver then +0 ECL.

-Increased Natural Armor: +0 ECL. Only Natural Armors that exceed +5 merit an ECL increase.

-Darkvision in Wolf Form Only: +0 ECL. Dwarves and Half-orcs get it for free.

-Alignment Restriction: Don't know. Paladins get it. -1/2 ECL?

-Healing from Form: Don't know. Although Werewolves have this ability, so it shouldn't matter in this evaluation.

-Multiple Creature Types: Can be good or bad. Don't know. I think the type should remain Shapeshifter for all three forms to make it easy. It is good flavor.

The Grand Total: +7 ECL (with Werewolf Template Included). The easiest way to get it down to +3 ECL is to remove the extra HD, and limit the Detect Lycanthrope ability.

There are a few gray areas though, with Trigger Change, Multiple Types, and the DR/ Silver Claws. But that's a base ECL evaluation.
 

Well, I modified some of the above. Basically after some minor changes (HD and such), the final level adjustment came out to +4. This is inline with the Half-Celestial and Half-Fiend templates.

So the question now is, does this seem plausible. The acid test mentioned is, would you rather play a level 1 PC with this template or a Level 5 character? Likewise, would you rather play a level 1 character with this template or a level 1 character with the half-celestial/fiend template?

Thanks for the feedback, even from Felix who wants this for his own character.


Bill
 

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