Sub-Epic Offerings

Lava Serpent
[Alignment]:CE
[Size/Type]:Huge Construct (Augmented: Elemental, Living Construct, Chaotic, Earth, Extraplanar, Evil, Fire)
[Hit Dice]: 12d10+48
[HP]:113/113 [SP]:226/226 [MP]:103/103 [SEP]:43/43
[SES]:3
[Massive Damage Threshold]:41
[Shock Threshold]:20
[Initiative]: +6
Speed: 40 ft
[AC]: 14 (+4 natural, +2 Dex, -2 size) [Touch]:10 [Flat-Footed]:12
[Base Attack/Grapple]: +9/+23
[Attack]: Bite +13 melee (4d6+7 piercing dmg plus 2d8 fire dmg) or Tail slap +11 melee (3d6+6 bludgeoning dmg plus 1d8 fire dmg)
[Full Attack]: Bite +13/+8 melee (4d6+7 piercing dmg plus 2d8 fire dmg), Tail slap +11 melee (3d6+6 bludgeoning dmg plus 1d8 fire dmg)
[Space/Reach]: 15 ft./10 ft. (melee)
[Special Attacks]: Flame Breath (recharge 5-6), Burn, Spit Lava Puddle
[Special Qualities]: Resistance to poison 50, Resistance to fire 170, darkvision 60 ft., tremorsense 120 ft., vulnerability to cold (50%), Elemental Traits, Damage Reduction 5/-, Earth Glide, +10 saves against sleep effects, paralysis, and stunning.
[Saves]: Fort +8, Ref +6, Will +0 (Int)/+5 (Wis)/+3 (Cha)/+4 (Lck)
[Abilities]: Str 23, Dex 15, Con 19, Apr 10, Int 2, Wis 12, Cha 6, Lck 10
[Skills]: Jump +20, Listen +10, Spot +10, Survival +5, +10 Hide, +10 Move Silently
[Feats]: Improved Initiative, Dodge, Cleave, Mobility, Spring Attack
[Environment]: Abyssal Volcanic Regions (Primarily within The Erupting Abyss found within dimension 96Z: The Realm of Chains and Dreams)
[Organization]: Solitary or pair
[Advancement]:13-20HD (Huge), 21-36HD (Gargantuan)
[Power Level]:11

Flame Breath (Recharge 5-6) (Su): The lava serpent exhales a 30-ft. cone of fire. Creatures caught take 4d12 fire damage (Reflex DC 20 half).
The save DC is Constitution-based.

Burn (Ex): A lava serpent’s natural weapon attacks deal additional fire damage from it’s flaming body. Those hit by a lava serpent‘s natural weapon attacks also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 round. A burning creature can take a move action to put out the flame. (Reflex DC 20).
The save DC is Constitution- based.

Earth Glide (Ex): A lava serpent can glide through stone, dirt, lava or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing lava serpent flings the serpent back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Lava Puddle (Su): Once per day as a full-round action, a lava serpent can fire forth a glob of lava that pools into a puddle that fills its space to a depth of 2–3 inches and counts as difficult terrain with a range of 60ft. Any creature that moves through this puddle of lava takes 2d6 points of fire damage. This damage continues for 1d3 rounds after the creature leaves the lava pool, although then it only inflicts 1d6 points of fire damage per round. The lava puddle solidifies and is safe to touch after a number of rounds equal to the serpent’s Hit Dice. At the GM’s discretion, this puddle of lava could start secondary fires.

[Tactics]
Lava serpents use ambush tactics by hiding beneath lava flows or behind rocks. They wait patiently and then strike suddenly with their flame breath and bites. They are highly territorial and will fiercely defend their area, attacking anyone who enters. When their position is known, they favor hit-and-run attacks instead of prolonged engagement.

[Racial Bonuses]
+6 on all grapple checks.
+8 Spot. +8 Listen. +10 Jump.
+16 move silently. +16 Hide.

[Note] There is no damage immunity in my setting. All characters and creatures have a maximum number of Hit Dice and ability scores based on their home planet and size category. The highest possible ability score is 10,000. I have other rules in place to balance gameplay and ensure fun.

I combine mechanics from different games and editions, using what I think works best, and I’ve created some mechanics myself.

For poison resistance, every 10 points of resistance reduces ability score damage or drain by 1 die.

Example:
Raphael, a 3rd-level human fighter, has an amulet of poison resistance level 1, giving him 20 poison resistance.
He’s hit by a rogue’s dagger poisoned with dragon bile, which normally deals 3d6 Strength damage.
Because Raphael has 20 poison resistance, he reduces the damage by 2 dice, so he only takes 1d6 Strength damage instead.

[Note]: SES (Spirit Energy Score) determines a creature’s spirit energy point growth. SEP (Spirit Energy Points) are the points that can be spent on various combat options. Not all creatures have combat abilities that use SEP. Similarly, not all creatures with MP (Mana Points) can utilize them; these points are noted for potential future use or if another creature drains them.

[Note]: I use both the quintessence form of mana and a separate MP (Mana Points) system. My custom mana system was created because I don’t like spells per day or spell points, and it helps allow caster deities to be on par with martial deities, since at high levels, traditional spells tend to become less useful. MP in my system is not the quintessence, but a distinct resource.

[Note]: SP (Stamina Points) are used to replace non-lethal hit points. I didn’t like tracking non-lethal damage separately during certain scenarios, so my group uses stamina points instead. Some abilities and combat options utilize SP, adding more nuance and versatility to classes that might otherwise be too basic.
Ecology of The Lava Serpent.





Lava Serpent: Ecology, Origin, and Behavior

Ecology & Distribution:

The Lava Serpent is a primordial, chaotic elemental construct embodying the raw fury of volcanic fire, earth, and chaos. It is most commonly found in the first two layers of the abyss—The Lava Falls and The Molten Pit—where the environment is thick with flowing lava, bubbling magma, and volcanic chaos. These layers provide the perfect conditions for its existence and purpose.

While primarily confined to these regions, Lava Serpents may occasionally appear in highly volcanic zones like The Ember Lakes or The Eruption Zone, either summoned by Valac’s will or as a natural extension of the realm’s volcanic chaos. They are rarely seen outside these zones, as their very nature is tied to the elemental fire, earth, and chaos of the abyss.

They do not inhabit colder, crystalline, shadowed, or ordered layers—such environments do not support their fire-based, chaotic essence, and they are not naturally adapted to survive there.



Origin & Creation:
The Lava Serpent is an abyssal living construct forged from raw volcanic energies and abyssal magic by Valac, the Over Demon of volcanic eruptions, earthquakes, vengeance, the sun, magma, and rockslides. During primordial upheavals—cataclysmic eruptions and seismic chaos—Valac harnessed the tumult of molten rock, earth-shaking quakes, and infernal magic to craft these serpents as guardians of his volcanic domain.

Unlike natural elementals, Lava Serpents are artificially created—animated and imbued with a fragment of abyssal chaos and destructive fire. They are not born but forged in the crucible of the abyss’s volcanic fury, meant to serve as relentless enforcers of Valac’s will and embodiments of the realm’s destructive power.

Their existence is sustained by the violent energies of their environment, acting as living manifestations of chaos, vengeance, and volcanic fury—cannily attuned to the tumult of the volcanic landscape.



Behavior & Temperament:
The Lava Serpent is a creature of instinct and chaos, driven by primal hunger, fury, and territorial instinct. It operates with relentless aggression, perceiving all intruders as threats or prey. Its mind is simple but fierce—focused on attack and dominance.

  • Aggressive and Territorial: It fiercely defends its volcanic domain, attacking anyone who encroaches without hesitation.
  • Unpredictable and Chaotic: Its actions are driven by raw instinct and environmental stimuli. It reacts swiftly to threats, sometimes switching from ferocious attack to defensive posturing.
  • Vengeful: If harmed or insulted, it seeks immediate retribution, often targeting the attacker with unrelenting fury.
  • Resentful of Cold & Water: It reacts violently to anything that dampens or suppresses its fire—water, cold, or ice—seeing such elements as threats to its very existence.
  • No Mercy: It shows no compassion or remorse, embodying the relentless chaos of its abyssal origins.
Behavioral Patterns:

  • Targets the weak or most threatening foes, attacking without hesitation.
  • During combat, it seeks to close the distance with swift, springing attacks, using its agility to stay unpredictable.
  • When severely damaged or overwhelmed, it may temporarily retreat, only to return with increased ferocity.


Appearance & Physiology:
The Lava Serpent is a massive, sinuous creature about 16 feet long, radiating a terrifying presence despite its size. Its body is a fusion of molten rock and obsidian, constantly crackling with internal fire and chaos. Its scales are jagged and blackened, fused with glowing veins of magma, and they drip or bubble with molten lava at all times.

Its eyes are burning coals—deep pools of malevolent fire—gleaming with evil intent. Flames lick along its sinuous form, roaring and flickering, as if the chaos within rages endlessly. Its maw is filled with razor-sharp, burning fangs, capable of biting with searing venom and molten fury. The constant emission of heat, combined with the crackling magma within, causes the surrounding air to shimmer with intense heat and chaos.

Despite their smaller size compared to other serpents found within Valac's abyssal territory, these serpents are swift, agile, and deadly, embodying chaos, magma, and evil in every sinewy movement. They are relentless predators, built for quick strikes and brutal close combat.



Summary:

  • Main Habitat: Primarily in Layer 1 (Lava Falls) and Layer 2 (Molten Pit).
  • Occasional presence: In volcanic or highly chaotic regions such as Ember Lakes or Eruption Zone—typically summoned or attracted by the environment’s chaos.
  • Absent from: Non-volcanic, crystalline, shadowy layers.
  • Nature: An abyssal, elemental construct—born from chaos, evil, fire, and earth—crafted by Valac to embody volcanic fury, magma, vengeance, and wrath.
 

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One-Punch Man (Brawler Archetype)

Replaces weapon’s proficiency, brawler’s flurry, ac bonus, close weapon mastery, awesome blow, improved awesome blow

In a world teeming with monsters, villains, and relentless threats, there exists a fighter whose power transcends all conventional limits: the One-Punch Man. Inspired by the legendary hero who defeats any foe with a single, devastating strike, this archetype embodies sheer overwhelming strength, speed, and precision — trading conventional weaponry for raw, unarmed might.
Unlike other brawlers who rely on mastering numerous weapons and combinations, the One-Punch Man trusts only his fists. His unparalleled training and innate power allow him to strike as though wielding a weapon larger than life itself, capable of shattering enemies and obstacles with a single, perfectly timed blow. His combat style eschews flurries in favor of precise, crushing hits that embody the essence of power, enhanced by uncanny strength and near-supernatural control over his unarmed strikes.
As he grows in power, the One-Punch Man transcends the limitations of mere physical strikes, unleashing shockwaves of force and wind pressure capable of leveling entire groups of foes or knocking back even the most formidable opponents. His signature moves blur the line between melee and ranged attacks, channeling devastating energy across distances, all while maintaining an unshakable composure and disarming simplicity.
The One-Punch Man is not just a master of fists — he is a force of nature, a living embodiment of unstoppable power delivered with the effortless precision of a single punch.

Brutal Strike (Ex): A one-punch man weapons are is fists, he has little time for manufactured items.
At 1st level the one-punch man gains Weapon Focus (unarmed strike) as a bonus feat and considered using the unarmed strike as a two-handed weapon for increase the damage of Power Attack and gaining the benefit of Furious Focus.
Starting at 4th level, the one-punch man consider his unarmed strike as a two-handed weapon for all effects, including applying 1-1/2 his Strength to damage rolls.
Starting at 9th level, when the one-punch man makes an unarmed strike with Vital Strike or one of its advanced versions, he adds double his Strength bonus on damage rolls instead of 1-1/2. Also, when making an attack with his unarmed strikes using Vital Strike or one of its advanced versions, he ignore concealment and treat total concealment as concealment.
Starting at 18th level, the one-punch man gains the following two options:
  • The one-punch man can choose to make a devasting strike in the form of a cone of 30 ft. or a line of 60 ft. from himself as a standard action with the wind pressure of his attack. All creatures, unattended objects, and structures within this area takes ½ the damage as though the unarmed strike attack (increased with devasting strike and any other option of the one-punch man like Power Attack) was successfully used on them and they were the foe (a successful Reflex save DC 10 + ½ brawler’s level + his Strength modifier half the damage, for a total ¼ the normal devasting strike damage). This is not considered a successful attack nor a critical hit. The one-punch man can choose to exclude a number of creatures or objects from this attack equal to his Strength modifier. Dismiss or Glancing Shot cannot be used with this ability.
  • The one-punch man can make a devasting strike at a range of 120 ft., attacking a foe with the wind pressure of his unarmed strike. Treat this attack as a melee attack for how the attack, damage rolls, and other effects (like Power Attack) are determined. At 20th level, this range increases to 200 ft. This attack is treated as a ranged attack of a number of sizes bigger (1/5 his brawler level) than the one-punch man for how wind and other effects affects it. If this “virtual size” increase would make the attack Gargantuan or bigger, the devasting strike count as a siege weapon for how wind and other effects affects it.
This replaces the brawler’s proficiency with all weapons and ac bonus of 4th, 9th, and 18th level.

One Punch (Ex): At 2nd level the one-punch man gains Vital Strike as a bonus feat. When a one-punch man deals damage with his unarmed strikes using Vital Strike or one of its advanced versions, his brawler level is treated as 4 levels higher for the purposes of determining the damage he deals (to a maximum of 4d8 at 20th level for a Medium brawler). When dealing damage with his unarmed strikes in any other situation (like as a part of a full-attack action or opportunity attack), his brawler level is treated as if it were 4 levels lower (minimum 1st level) for the purpose of determining damage.
Starting at 8th level, the one-punch man gains Improved Vital Strike as a bonus feat.
Starting at 14th level, the one-punch man gains Greater Vital Strike as a bonus feat. Also, when making a devasting strike, the one-punch man also ignore total concealment.
He does not need to meet this feats prerequisites.
This replaces brawler’s flurry.

Dismiss (Ex): At 5th level, when the one-punch man’s hit a creature using the Power Attack feat in combination with his unarmed strike and Vital Strike or one of its advanced versions, he can try to hurl the creature as part of that attack by attempting a combat maneuver check. On a successful check, the creature is knocked back 5 feet in a direction of the one-punch man’s choice and falls prone. The distance the creature is hurled increases by 5 feet for every 5 points by which the one-punch man’s check exceeds the creature’s CMD. If an obstacle stops the hurled creature before it travels the whole distance, the hurled creature and the obstacle struck each take 1d6 points of damage per 10 feet of distance remaining and the creature is knocked prone in the space adjacent to the obstacle. The creature movement does not provoke attack of opportunity. The one-punch man does not suffer the penalty of Power Attack to this combat maneuver check.
This replaces close weapon mastery.

Devasting Strike (Ex): At 13th level, the one-punch man can declare a creature, object, or structure as his “foe” as free action. A “foe” remain such until the start of the one-punch man next turn. The first time in a round that the one-punch man use Vital Strike, or one of its advanced versions, with his unarmed strike successfully against his foe, he multiply the Strength bonus, magic bonus, and other bonuses that would normally be multiplied on a critical hit by 2 if he’s using Vital Strike, by 3 if he’s using Improved Vital Strike, or by 4 if he’s using Greater Vital Strike. This multiplier is applied before any critical multiplier in case of a critical hit and replace the normal effect of the Vital Strike feat and its advanced versions (rolling extra dices).
This replaces the ac bonus of 13th level.

Glancing Shot (Ex): At 16th level, when the one-punch man miss with his devasting strike against his foe with a roll that is not a natural 1, he can declare that the pure wind pressure of his unarmed strike attack still deals ½ the damage to the foe (rounded down; multiply the damage as normal for devasting strike). If he does so, he consume his devasting strike for that round as if used successfully. If Glancing Shot is used, the attack does not counts as a hit for any effects that would trigger on a hit (such as Dismiss).
This replaces awesome blow.

Annihilating Strike (Ex): At 20th level, devasting strike now multiply all damage (even damage from sources that wouldn’t normally be multiplied on a critical hit) and ignores all damage reduction, energy resistance, and hardness his target possesses. Brutal strike cone/line and glancing shot do not ignore damage reduction, energy resistance, and hardness unless the one-punch man can ignore such effects with his unarmed strike (like DR /cold iron thanks to brawler’s strike).
This replaces improved awesome blow.
 

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An expanded version of my old 12 levels lycanthrope class, this time expanded to 20 levels and with elements from WoD. Something broke on enworld and i cannot post tables without it being broken

Lycanthrope

A lycanthrope is a humanoid that can assume the form of another creature, or even take on a form that is a hybrid of the two. Natural lycanthropes can control their forms and communicate the disease of lycanthropy to other creatures with their natural attacks. Afflicted lycanthropes are slaves to the phases of the moon, becoming monstrous beings at certain times regardless of their will.

A lycanthrope can take any of three forms: the base creature’s form (called normal form), a hybrid form, or the werecreature’s form (called monster form). The hybrid form has the normal form’s body shape and number of limbs and heads, but it shares certain characteristics of the monster form, including scales, fur, and skin tone. The hybrid form might also include smaller versions of the monster form’s wings, horns, or facial features, or even vestigial limbs (or heads) of the monster form that the normal form does not possess.

BECOMING A LYCANTHROPE

Requirement

To qualify to become a lycanthrope, a character must fulfill all the following criteria.

ENTRY REQUIREMENTS

Type: Humanoid.

Special: This class must be taken at character creation. Later can only be taken if the character is infected with lycanthropy and with the DM permission. In that case, the character change from lycanthrope (infected) to lycanthrope (natural) once he take the 1st level of this class.
Hit Die: d10.

Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Starting Age: Intuitive.

Class Skills
The Lycanthrope’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
Table: Lycanthrope
Class Features

All of the following are class features of the Lycanthrope.

Weapon and Armor Proficiency
A Lycanthrope is proficient with all simple weapons and the natural weapons of the form she assumed with change shape and with light armor, but not with shields.

Change Shape (Su)
At 1st level, a lycanthrope must select an animal or vermin (called from here monster form or base monster) into which she can change that meets both of the following conditions:
  • its size is between Diminutive and Huge (including Diminutive and Huge)
  • its size is within one step of the lycanthrope’s size
Once this choice is made cannot be changed with noting short of a wish or miracle spells. This ability functions like the beast shape III (if animal) or vermin shape II (if vermin; if the vermin size is Huge or Diminutive, use the spell beast shape III for calculate the size bonus/penalty and natural armor, with a +4 bonus against mind-affecting effects) spell except as noted here.
  • The character gains only the abilities listed under the beast shape I (if animal) or vermin shape I (if vermin) spells (with exception of size bonus/penalty and natural armor, that remain beast shape III). This increase to the abilities listed under the beast shape II (if animal) spell at 5th level and finally at 7th level to the abilities listed under the beast shape III (if animal) or vermin shape II (if vermin) spells.
  • The effect lasts for a number of hours equal to her level + her Wisdom modifier (minimum 1), and she may split the duration of this ability however she wants. Each use of this ability uses up at least an hour of its duration, regardless of how long she stays in it.
  • A lycanthrope retains her ability to speak while in monster form—she is not limited to the sounds a normal, untrained animal or vermin can make. She can also communicate normally with other monster of the same general grouping as her new form.
Changing shape is a standard action, or a move action if the lycanthrope make with success a DC 15 Constitution check. A lycanthrope can end her change shape and resume her normal form as a free action.
Also, she can adopt a hybrid shape that combines features of her normal form with those of the base monster. A lycanthrope’s hybrid form count and follows the same above rules with the following differences:
  • Her size is the same size as the base monster or her normal form, whichever is larger.​
  • Her forelimbs (or pectoral fins for a fish-based monster) remain hands able to manipulate objects and wield weapons as well as human hands do, she can walk on two legs (eg. a shark’s tail fins remain legs), and she retains the special abilities of her natural form.​
  • If the monster fly with the help of wings, they are apart from the arms (if a halfling use this ability for muted in a giant raven the final form is similar in shape to a medium tengu with two wings on his back).​
  • If she is capable of breath air and the selected monster is an aquatic creature or if the lycanthrope is capable of breath water and the selected monster is a terrestrial creature, she can breath both air and water while in hybrid form.​
  • Her gear does not meld into her form (but change size with her if the monster is bigger).​
Starting at 8th level, a lycanthrope can use change shape without any limit of time.

Lycanthrope (Ex)
At 1st level, a lycanthrope gains the lycanthrope template (natural) and the shapechanger subtype. She does not gains any other benefit, penalty, or power of the template unless specified in this class.

Lycanthropic Empathy (Ex)
In any form, lycanthropes can communicate and empathize with creatures related to their selected monster (DM’s discretion). They can use Diplomacy to alter such a monster’s attitude, and when so doing gain a +4 racial bonus on the check. If she has selected a vermin, they are normally mindless, but this empathic communication imparts upon them a modicum of implanted intelligence, allowing the lycanthrope to train them and use them as guardians (though it does not grant them skills or feats). Normal vermins of her selected type have a starting attitude of friendly toward the lycanthrope instead of unfriendly. Lycanthropic empathy treats vermin swarms of the correct type as if they were one creature possessing a single mind. The lycanthrope can thus use this ability to influence and direct the actions of those swarms.

Bonus Feat
Starting at 2nd level, a lycanthrope gains a number of cumulative bonus feats.
  • At 2nd level, a lycanthrope gains Alertness and Improved Initiative.​
  • At 4th level, a lycanthrope gains Combat Reflexes and Endurance.​
  • At 6th level, a lycanthrope gains Dodge and Skill Focus (survival).​
  • At 8th level, a lycanthrope gains Diehard, Run and Toughness.​

Pheromones (Ex)
Starting at 2nd level, all creatures of the same subtype of humanoid of the lycanthrope within a 15 ft. radius of her in her base form must succeed a Will save (DC 10 + ½ lycanthrope level + lycanthrope Constitution modifier) or be charmed as if by a charm person spell. This status lasts as long as the charmed creature remains within 15 ft. of the lycanthrope and for 2 hours thereafter. Any hostile action taken by the lycanthrope or her allies against the creature break the effect and for 24 hours the creature is immune to the pheromones ability from the same lycanthrope. This is a charm, mind-affecting effect based on smell and creatures without the ability to smell are immune to this ability. Any creature who succeeds against this ability is immune to the pheromones ability from the same lycanthrope for the next 24 hours.

Bestial Rage (Ex)
Starting at 2nd level, a lycanthrope gains the rage and rage power abilities of the barbarian class, using her class level as her barbarian level for all effects and prerequisites. A lycanthrope can activate her rage only while under her change shape ability and automatically exits it if she revert to her normal form. Unlike a true barbarian, she gains a rage power at 2nd level and every 4 levels thereafter. If the lycanthrope gains levels in another class that grant the rage or rage powers, her levels stack.
Starting at 5th level, while in rage and under her change shape a lycanthrope DR /silver is increase to be equal to her level and can make an extra attack during a full-attack action as if under a haste spell.
Starting at 11th level, while in rage and under her change shape a lycanthrope gains the benefit of an extraordinary haste spell.

Bloodscent (Ex)
Starting at 3rd level, if a lycanthrope selected monster doesn’t have the scent ability, she gains it while under the effect of change shape, but can only use it for track creatures taking bleed damage or under their maximum hit points. If a lycanthrope selected creature has the scent ability, she multiplies the distance at which it can detect a creature taking bleed damage or under their maximum hit points by 2. She also gains a bonus equal to 1/3 her level on Survival checks to track a creature taking bleed damage or under his maximum hit points by scent.

Woodland Stride (Ex)
Starting at 3rd level, a lycanthrope may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her. If the monster selected with change shape is native of another biome (like desert or arctic), the DM is encouraged to replace this ability to an equivalent for that biome (like Icewalking of the Arctic Druid or the Sandwalker of the Desert Druid).

Roar (Ex)
Starting at 4th level, as a standard action, the lycanthrope’s with a roar (or any type of typical sonic communication of the base monster, like howl for a werewolf) strikes fear into all enemies who hear it. All foes within 30 feet who can hear the lycanthrope must make a successful Will save (DC 10 + ½ lycanthrope level + lycanthrope Charisma modifier) or become shaken for 5d6 rounds. If a creature fail the save by more of 5, he’s instead frightened for the same duration. This is a fear, mind-affecting, sonic effect and doesn’t work in an area of silence or against deafness opponent. Any creature who succeeds against this ability is immune to the roar ability from the same lycanthrope for the next 24 hours. This ability may only affect opponents with fewer Hit Dice or levels than the lycanthrope.

Alpha’s Influence (Su)
Starting at 5th level, the lycanthrope exerts influence over allies in the area. Using the alpha’s influence is a swift action. The alpha influence can be used for a number of rounds each day equal to the lycanthrope level plus her Charisma modifier, but they does not need to be consecutive. She can dismiss alpha’s influence with a free action. Alpha’s influence affects all allies within 30 feet (excluding herself) who can hear or see the lycanthrope. An ally must have an Intelligence score of 3 or higher and be able to understand the lycanthrope’s language to gain the bonus. An alpha’s influence is dismissed if the lycanthrope is dazed, unconscious, staggered, paralyzed, or otherwise unable to be heard, see or understood by her allies. All bonuses granted by an alpha’s influence are moral bonuses. Beginning at 5th level the alpha’s influence lets allies add +1 to attack rolls, weapon damage rolls, saving throws, and skill checks. This bonus improves by +1 at 11th level and at 17th level.
Starting at 10th level, up to two allies under alpha’s influence can share the same square at the same time. If two allies under alpha’s influence threaten the same foe, they are considered to be flanking that foe as if they were in two opposite squares. This benefit of sharing the same space and flanking extend also to the lycanthrope herself.

Bloodthirsty (Ex)
Starting at 5th level, one of a lycanthrope’s natural attacks of change shape deals bleed damage equal to ½ her level (minimum 1) on a hit. This bleed damage does not stacks. On a critical hit with this attack, the target must also make a Fortitude save (DC 10 + ½ lycanthrope level + lycanthrope Strength modifier) or takes 1 point of Constitution damage as the lycanthrope rips off the flesh of the victim. This natural attack is always a bite if the selected creature has it; If not, the DM and player are encouraged to select together one natural weapon.

Damage Reduction (Ex)
Starting at 5th level, a lycanthrope under the effect of her change shape gains Damage Reduction equal to ½ her level which is overcome by silver. Also, a lycanthrope natural weapons gained with change shape count as silver for overcome DR.

Feral Counter (Ex)
Starting at 6th level, when a creature damages the lycanthrope while under the effect of change shape, she can take an attack of opportunity against the creature. The lycanthrope must threaten the triggering creature to use this ability. Feral counter can activated only once per round.

Beast of Legends (Ex)
Starting at 7th level, a lycanthrope’s DR/silver cannot be overcome by weapons that are not silver, regardless of their enhancement bonus. Abilities that normally bypass damage reduction, such as a paladin’s smite evil, or that allow the weapon to count as made of special material, such as a lycanthrope hunter’s anathema or the mithral material, still work as normal. A lycanthrope under the effect of her change shape gains fortification (25%); this fortification does not apply against critical hits or precision damages with silver weapons. This increases to fortification (50%) at 9th level.

Soak (Ex)
Starting at 7th level, a lycanthrope while in change shape can try to “soak” any damage she suffer. She can only soak physical damage (and not damage from spells, spell-like abilities, or supernatural abilities) and never damage caused by weapons made of silver or a material that allow to overcome DR /silver (like the mithral). The lycanthrope makes a Constitution check and subtract the result from the damage suffered (this reduction is applied after any reduction caused by her DR). Eg. if a lycanthrope in hybrid form and rage suffer 38 damage from a steel sword, she reduced first 7 damage (because her DR is increase to be equal to her level in rage) to 31 and then make a Constitution check with a result of 16, she reduce the final damage suffered to 15. When a lycanthrope soak 15 or more damage, she can make a free Intimidate check against all opponents capable of seeing him.
A lycanthrope can use this ability a number of times per day equal to 3 + her Constitution modifier (increased by rage and change shape, if any) but only once per round. If the moon is full, this ability can be used an unlimited number of times per day but still only once per round.

Child of The Moon (Su)
Starting at 8th level, the lycanthrope is filled with enthusiastic vigor when the light of the moon is strongest. When the moon is at least half full, the lycanthrope gains the benefit of bless whenever she is outdoors at night. On nights of the full moon (the night that precedes it, the precise night, and the night after), the lycanthrope gains the effect of heroism rather than bless, and retains the benefit indoors. When the moon is less than half full, the lycanthrope becomes fatigued during the night. On nights of the new moon (the night that precedes it, the precise night, and the night after), the lycanthrope becomes exhausted.

Rapid Recovery (Ex)
Starting at 8th level, a lycanthrope regains hp every hour as though she rested for 8 hours. She also regrow any lost limbs in 1d4 days, but she must remain in change shape for the entire duration. At level 16th, she gains regeneration equal to ½ her level which is stopped by silver while in change shape.

Curse of Lycanthropy (Su)
Starting at 9th level, when the lycanthrope damage a humanoid creature with the natural attack selected with bloodthirsty, the creature must make a Fortitude save DC 15 or be infected with lycanthropy. If the victim’s size is not within one size category of the lycanthrope, this ability has no effect.

Leader of the Pack (Ex)
At 9th level, a lycanthrope can direct and motivate her allies to act immediately. Once per day, as a standard action, she may grant an extra move action to all of her allies within 30 feet (but not to herself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies’ initiative count; the round continues normally after the lycanthrope’s turn is over. A character can benefit from this class feature only once per round, even if multiple leader of the pack are used in the same round. If an ally chooses not to take the extra move action, it is lost. At 16th level, a lycanthrope gains the ability to grant an extra move action to her allies twice per day.

Wild Hunt (Su)
At 9th level, a lycanthrope can grant herself and a number of allies equal to her level within 60 ft. the ranger’s quarry class feature, longstrider, tireless pursuers, and air walk (caster level equal to the lycanthrope’s level) for 24 hours, designating a single creature as the target of the hunt. She can use this ability once per week as a full-round action.

Frightful Presence (Ex)
Starting at 10th level, a lycanthrope under change shape gains the frightful presence monster ability (30 ft., DC 10 + ½ lycanthrope level + her Charisma modifier).

Run with the Pack (Sp)
At 10th level, a lycanthrope can touch a willing creature and polymorph it into an animal/vermin or dire animal of her selected monster, as beast shape III or vermin shape II (if the vermin size is Huge or Diminutive, use the spell beast shape III for calculate the size bonus/penalty and natural armor, with a +4 bonus against mind-affecting effects). This transformation last 24 hours but the creature can dismiss it as a standard action. The lycanthrope can use this ability as a standard action a number of times per day equal to ½ her level.

Dire Form
At 11th level, a lycanthrope can choose to apply to herself the giant simple template (rebuild rules; the size bonus stack with the one of change shape) every time she use change shape. The template remain until she revert to her normal form. When apply the giant template using hybrid form, the equipment change size with her.

True Child of The Moon (Su)
At 11th level, when the moon is at least half full, the lycanthrope gains the benefit of heroism whenever she is outdoors at night. On nights of the full moon (the night that precedes it, the precise night, and the night after), the lycanthrope gains the effect of greater heroism and haste rather than heroism, and retains the benefit indoors.
This replaces the child of the moon ability.

Umbral Travel (Su)
At 11th level, during the 3 nights of full moon, a lycanthrope adjacent to a mirror surface (like a puddle) of her size or larger that is hit by the light of the moon can enter it as a standard action for travel to any other mirror surface through the edge of the Material Plane where it borders the Plane of Shadow (as shadow walk). The travel can last only for a number of hours up to the lycanthrope level, she can only leave from a mirror surface as above, and she and the other traveler are not shunted 1d10 x 100 feet in a random horizontal direction. The lycanthrope can take other willing creatures with her equal to her level. If the lycanthrope successfully maintain a grapple while adjacent to an appropriate mirror surface, she can activate this ability as a part of the action of maintain the grapple, taking with her the unfortunate victim.

Greater Soak (Ex)
At 12th level, a lycanthrope soak improve. Instead of a Constitution check, she rolls 1d20 and adds her Fortitude save bonus and reduce the remaining damage by the total. If the result of the roll is a natural 20, the damage is completely negated. Finally she can now use soak at will but only once per round. If the moon is full, soak can be used an unlimited number of times per round.

True Beast of Legends (Ex)
At 12th level, a lycanthrope’s DR/silver cannot be overcome by weapons that are not silver or mithral, regardless of their enhancement bonus or abilities that normally bypass damage reduction, such as a paladin’s smite evil or a mythic champion’s fleet charge. Abilities that allow the weapon to count as made of special material, such as a lycanthrope hunter’s anathema, the unarmed strike of a monk of 7th level, or the mithral material, still work as normal. A lycanthrope under the effect of her change shape gains fortification (50%); this fortification does not apply against critical hits or precision damages with silver weapons. This increases to fortification (75%) at 16th level. At 20th level, a lycanthrope under the effect of her change shape gains immunity to critical hits or precision damage not dealt with silver weapons.
This replaces beast of legends

Blood Moon Resilience (Su)
At 13th level, when the moon is full, a lycanthrope gains a supernatural freedom of movement (as the spell) and immunity to paralysis and stun effects

Pack Tactics (Su)
At 13th level, a lycanthrope leadership as an alpha is unmatched. Allies under her alpha’s influence now also gains the benefit of her woodland stride (or whichever feature replaced it) and can reroll one failed saving throw once per day.

Silver Scourge (Ex)
At 14th level, a lycanthrope has mastered her hatred for silver. While raging, she gains DR 5/–. Also, her true child of the moon bonuses now apply indoors regardless of moon phase.

Howl of the Moon (Su)
At 15th level, once per day, a lycanthrope under her change shape can force the moon to rise with all her glory, even if only temporary. As a full-round action that provoke attack of opportunity, a lycanthrope makes a full moon to be visible in the sky within 100 miles of the point of activation, even if during the day (or if during the night, the moon become full). For 10 minutes per lycanthrope level, the moon count as full for all effects and interactions while in this area (this extend to all other creatures, like other infected lycanthropes).

Territorial Instincts (Su)
A lycanthrope always know when creatures enter or leave an area she has claimed. At 15th level, once per day, a lycanthrope that finish her 8 hours rest can designate that area as her territory. A territory is an area of 100-ft-radius per class level centered on her place of rest. While within that area, a lycanthrope gains blindsight 30 ft., is aware of all creatures that enter or leave (as alarm), and if she passes within 10 feet of anything that has been changed or disturbed, even a chair or book out of place or an area of dust that has been disturbed, she gains an automatic Perception check to notice it.

Alpha Ascendant (Su)
At 17th level, when a lycanthrope roll Initiative, all allies in the same battle with an Initiative result lower than her can choose to treat their Initiative result as the same as her own.

Aura of Savagery (Su)
At 17th level, all allies within 30 ft. of a lycanthrope under change shape gain a +2 bonus to natural weapon damage rolls, and double the critical threats with natural weapons (like for the Improved Critical feat but only for natural weapons).

Beast Within (Su)
At 18th level, once per day, when a lycanthrope fall below 0 hp or is subject to an effect that would result in immediate death (like a phantasmal killer or power word kill spells), she may instantly transform into her hybrid form (unless already in hybrid form) and regain hp equal to 10 × her class level. She is then affected by a displacement and freedom of movement spells for 1 minute (CL equal to her class level).

Delirium (Su)
Lycanthropes enough powerful invokes madness in the unfortunate that see them. Any creature that is not another lycanthrope within 60 feet of her that see the lycanthrope of 18th level in her change shape form must make a Will save (same DC of her frightful presence) or become confused for 1d4 rounds. Once a creature succeed his save, he become immune to the delirium of that specific lycanthrope for 24 hours. This is a compulsion, mind-affecting effect.

Lunar Apotheosis (Su)
At 19th level, a lycanthrope gains darkvision 60 ft., low-light vision, scent, and immunity to disease and poison in all her forms. Additionally she can now change into her hybrid form as an immediate action.

Unrelenting Predator (Ex)
At 19th level, once per round, if a lycanthrope reduce an enemy to 0 hp or confirm a critical hit with a natural weapon, she can as an immediate action move up to her movement speed without provoking attacks of opportunity or use her roar.

Immortal Beast (Ex)
At 20th level, a lycanthrope become a true mythical creature. She no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken are removed. Age bonuses still accrue, but the lycanthrope cannot die of old age. She also gains immunity to unwilling polymorph and curse effects and her change shape become an extraordinary ability. Also, her natural weapons gained with change shape count as epic for overcome DR.

Moonbound Mastery (Ex)
At 20th level, a lycanthrope under change shape, instead of having DR /silver, is now immune to the physical damage of objects not made of silver (eg. a sword made of steel, a landslide, or fall damage [unless the floor is made of silver] do not inflict damage to lycanthrope). A spell that inflict direct physical damage (like conjure deadfall) inflict damage as normal to a lycanthrope. Any damage that will overcome the DR /silver of True Beast of Legends inflict damage as normal to a lycanthrope (but unless true silver is used she can still soak it and apply her immunity to critical hits to it).

Feats

Alpha’s Roar
Prerequisite:
9th level Lycanthrope
Benefit: When you use your Roar ability, any creature within range that fails their Will save by 3 or more is frightened. Additionally, creatures that fail the save that are already shaken become frightened for the remaining duration.

Beast's Endurance
Prerequisite:
6th level Lycanthrope, Toughness
Benefit: You gain a number of temporary hit points equal to your Constitution modifier (minimum 1) whenever you enter your change shape. These temporary hit points are lost first when you take damage, disappear when the change shape ends, and are not replenished if you enter change shape again within 1 minute of your previous one. At 12th level or higher, the temporary hit points increase to double your Constitution modifier (minimum 10).

Claws of the Beast
Prerequisite:
Lycanthrope, the selected monster for change shape is wolf-like (see special).
Benefit: You gain two primary claws attack in hybrid form that deal damage based on your size (1d4 for a Medium lycanthrope). Because you gain new natural weapons, your bite no longer apply 1–1/2 your Strength modifier to damage, but only your Strength modifier (unless it’s a secondary attack, in this case it apply ½ your Strength modifier). You cannot select one of this claws for bloodthirsty.
Special: For wolf-like is intended any canine with only a bite attack (like wolf, dog, fox, coyote, jackal, etc.) as a natural weapon.

Lunar Resilience
Prerequisite:
11th level Lycanthrope
Benefit: You gain the benefit of bless during nights of the waxing moon while outdoors.

Moonlit Fury
Prerequisite:
5th level Lycanthrope
Benefit: When under the effect of a full moon, your rage grants you additional combat prowess. While in your hybrid form and raging, you gain a +2 bonus to damage with natural attacks and +1 natural to AC. In addition, once per day during a full moon, you may make an additional natural attack at your highest attack bonus during a full-attack action. This attack stack with the one of haste.

Pack Mind
Prerequisite:
10th level Lycanthrope
Benefit: Allies affected by your Alpha’s Influence ability can communicate telepathically with each other while within 30 feet of you. This telepathy lasts for the duration of the influence, allowing you and your allies to coordinate actions without verbal communication.
 

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