Sub-Epic Offerings

Obly99

Hero
Inspired by the Commissar of 40k
Commissar

Commissars are tasked with the duty to maintain the morale of the troops during military campaigns, often in the face of staggering casualties. The commissar is empowered to use any means necessary to ensure the loyalty of his or her charges, including overriding or even executing a regiment's commanding officer if necessary, and so is regarded with a mixture of fear, loathing and admiration by simple troops – and not a few of their officers.

BECOMING A COMMISSAR

Hit Die: d10.

Requirement

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

ENTRY REQUIREMENTS

Alignment: LN, LE, or NE.

Feats: Alertness.

Skills: Intimidate 7 ranks, Perception 7 ranks, Sense Motive 7 ranks.

Special: Bardic performance class feature.

Class Skills
The Commissar’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Table: Commissar
Level
Base Attack
Bonus
Fort Save
Ref Save
Will Save
Special
Spells per day
1st​
+1​
+1​
+0​
+1​
Bardic training, stern gaze​
–​
2nd​
+2​
+1​
+1​
+1​
Song of Marching, Uncanny Dodge​
+1 level of existing class​
3rd​
+3​
+2​
+1​
+2​
Fearless, Rapid Tactician​
+1 level of existing class​
4th​
+4​
+2​
+1​
+2​
Improved Uncanny Dodge, Summary Execution​
+1 level of existing class​
5th​
+5​
+3​
+2​
+3​
Command the Troops, Leader​
–​

Class Features
All of the following are class features of the Commissar.

Weapon and Armor Proficiency
Commissars gain proficiency with all simple and martial weapons, light and medium armor, and shields (except tower shields). A commissar can cast arcane spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a commissar wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component.

Spellcasting
At the indicated levels, a commissar gains new spells per day as if he had also gained a level in a spellcasting class to which he belonged before taking the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If the character had more than one spellcasting class before becoming a commissar, he must decide to which class he adds the new level for the purposes of determining spells per day.

Bardic Training
Levels in commissar stack with levels in a class or with racial hit die that grant the ability to use bardic performance for the purposes of determining rounds per day, what performance he has access, what action is starting a performance, the DC of his bardic performance, and similar bardic performance-related qualities.

Stern Gaze (Ex)
Commissars are skilled at sensing deception and intimidating their foes. A commissar receives a morale bonus on all Intimidate and Sense Motive checks equal to 2 times his commissar level (maximum +10 at level 5th). If the commissar has stern gaze from other sources (like the inquisitor class), commissar levels instead stack with those level for calculate the final bonus (using the other sources method for calculate the bonus).

Song of Marching (Su)
At 2nd level, a commissar can use bardic performance to inspire his allies to move faster without suffering from fatigue. By expending 1 round of bardic performance, the commissar invigorates allies within 60 feet, who may hustle for the next hour; this movement counts as a walk (not a hustle) for the purpose of accruing nonlethal damage and fatigue. The commissar must continue to perform the song for the remainder of the hour, otherwise its effects end, but only 1 round of raging song is expended for that hour.
If the commissar already has song of marching (like if he is a skald), the range instead increase to 120 ft.

Uncanny Dodge (Ex)
At 2nd level, a commissar gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if he is immobilized. A commissar with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a commissar already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Fearless (Ex)
At 3rd level, a commissar gains immunity to fear.

Rapid Tactician (Ex)
At 3rd level, as a move action, the commissar can grant any teamwork feat he knows to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two character levels the commissar possesses. Allies do not need to meet the prerequisites of these bonus feats. The commissar can use this ability a number of times per day equal to his Charisma modifier. Furthermore, the commissar adds his Intelligence (if any) modifier to initiative, in addition to his Dexterity modifier.

Improved Uncanny Dodge (Ex)
At 4th level and higher, a commissar can no longer be flanked. This defense denies enemies the ability to sneak attack the commissar by flanking him, unless the attacker has at least four more levels in a class that grants sneak attack than the target has commissar levels.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character.

Summary Execution (Ex)
At 4th level, if an ally is cowering, frightened, or panicked within 60 ft. of the commissar, as an immediate action he can make a coup de grace that does not provoke attack of opportunity against the ally under the fear effect. Unlike the normal rules, he can make this coup de grace even with a ranged weapon and the weapon count as having the deadly feature for calculate the final DC (+4 to the DC). If the ally is executed, all other allies that can see or hear the commissar, regardless of distance, have all the fear effects currently effecting them automatically removed and gain immunity against fear effects for 24 hours.

Command the Troops (Ex)
Starting at 5th level, a commissar can direct and motivate his allies to act immediately. Once per day, as a standard action, he may grant an extra move action to all of his allies within 30 feet (but not to himself). 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 commissar’s turn is over. A character can benefit from this class feature only once per round, even if multiple command the troops are used in the same round. If an ally chooses not to take the extra move action, it is lost. At 16th character level, a commissar gains the ability to grant an extra move action to his allies twice per day.

Leader Aura (Su)
At 5th level, all allies within 60 ft. of a commissar gains an insight bonus on saving throw against fear effects equal to his Charisma bonus (if any). This ability functions only while the commissar is conscious, not if he is unconscious or dead.
 

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Obly99

Hero
Dire Coconut Crab CR 7

N Large vermin

Init +1; Senses darkvision 60 ft., scent; Perception +8

DEFENSE

AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, -1 size)

hp 92 (8d8+56)

Fort +14, Ref +3, Will +2

Defensive Abilities all-around vision; DR 10/magic; Immune mind-affecting effects

OFFENSE

Speed 30 ft., climb 20 ft.

Melee 2 claws +13 (1d8+8 plus grab)

Space 10 ft.; Reach 10 ft.

Special Attacks constrict (1d8+8), rend (2 claws, 2d6+12)

STATISTICS

Str 26, Dex 12, Con 25, Int –, Wis 10, Cha 1

Base Atk +6; CMB +15; CMD 26 (35 vs. trip)

Skills Climb +16, Perception +8, Stealth +5; Racial Modifiers +8 Climb, +8 Perception, +8 Stealth

SQ hold breath
 

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Inspired by the Commissar of 40k
Commissar

Commissars are tasked with the duty to maintain the morale of the troops during military campaigns, often in the face of staggering casualties. The commissar is empowered to use any means necessary to ensure the loyalty of his or her charges, including overriding or even executing a regiment's commanding officer if necessary, and so is regarded with a mixture of fear, loathing and admiration by simple troops – and not a few of their officers.

BECOMING A COMMISSAR

Hit Die: d10.

Requirement

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

ENTRY REQUIREMENTS

Alignment: LN, LE, or NE.

Feats: Alertness.

Skills: Intimidate 7 ranks, Perception 7 ranks, Sense Motive 7 ranks.

Special: Bardic performance class feature.

Class Skills
The Commissar’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Table: Commissar
Level
Base Attack
Bonus
Fort Save
Ref Save
Will Save
Special
Spells per day
1st​
+1​
+1​
+0​
+1​
Bardic training, stern gaze​
–​
2nd​
+2​
+1​
+1​
+1​
Song of Marching, Uncanny Dodge​
+1 level of existing class​
3rd​
+3​
+2​
+1​
+2​
Fearless, Rapid Tactician​
+1 level of existing class​
4th​
+4​
+2​
+1​
+2​
Improved Uncanny Dodge, Summary Execution​
+1 level of existing class​
5th​
+5​
+3​
+2​
+3​
Command the Troops, Leader​
–​

Class Features
All of the following are class features of the Commissar.

Weapon and Armor Proficiency
Commissars gain proficiency with all simple and martial weapons, light and medium armor, and shields (except tower shields). A commissar can cast arcane spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a commissar wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component.

Spellcasting
At the indicated levels, a commissar gains new spells per day as if he had also gained a level in a spellcasting class to which he belonged before taking the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If the character had more than one spellcasting class before becoming a commissar, he must decide to which class he adds the new level for the purposes of determining spells per day.

Bardic Training
Levels in commissar stack with levels in a class or with racial hit die that grant the ability to use bardic performance for the purposes of determining rounds per day, what performance he has access, what action is starting a performance, the DC of his bardic performance, and similar bardic performance-related qualities.

Stern Gaze (Ex)
Commissars are skilled at sensing deception and intimidating their foes. A commissar receives a morale bonus on all Intimidate and Sense Motive checks equal to 2 times his commissar level (maximum +10 at level 5th). If the commissar has stern gaze from other sources (like the inquisitor class), commissar levels instead stack with those level for calculate the final bonus (using the other sources method for calculate the bonus).

Song of Marching (Su)
At 2nd level, a commissar can use bardic performance to inspire his allies to move faster without suffering from fatigue. By expending 1 round of bardic performance, the commissar invigorates allies within 60 feet, who may hustle for the next hour; this movement counts as a walk (not a hustle) for the purpose of accruing nonlethal damage and fatigue. The commissar must continue to perform the song for the remainder of the hour, otherwise its effects end, but only 1 round of raging song is expended for that hour.
If the commissar already has song of marching (like if he is a skald), the range instead increase to 120 ft.

Uncanny Dodge (Ex)
At 2nd level, a commissar gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if he is immobilized. A commissar with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a commissar already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Fearless (Ex)
At 3rd level, a commissar gains immunity to fear.

Rapid Tactician (Ex)
At 3rd level, as a move action, the commissar can grant any teamwork feat he knows to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two character levels the commissar possesses. Allies do not need to meet the prerequisites of these bonus feats. The commissar can use this ability a number of times per day equal to his Charisma modifier. Furthermore, the commissar adds his Intelligence (if any) modifier to initiative, in addition to his Dexterity modifier.

Improved Uncanny Dodge (Ex)
At 4th level and higher, a commissar can no longer be flanked. This defense denies enemies the ability to sneak attack the commissar by flanking him, unless the attacker has at least four more levels in a class that grants sneak attack than the target has commissar levels.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character.

Summary Execution (Ex)
At 4th level, if an ally is cowering, frightened, or panicked within 60 ft. of the commissar, as an immediate action he can make a coup de grace that does not provoke attack of opportunity against the ally under the fear effect. Unlike the normal rules, he can make this coup de grace even with a ranged weapon and the weapon count as having the deadly feature for calculate the final DC (+4 to the DC). If the ally is executed, all other allies that can see or hear the commissar, regardless of distance, have all the fear effects currently effecting them automatically removed and gain immunity against fear effects for 24 hours.

Command the Troops (Ex)
Starting at 5th level, a commissar can direct and motivate his allies to act immediately. Once per day, as a standard action, he may grant an extra move action to all of his allies within 30 feet (but not to himself). 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 commissar’s turn is over. A character can benefit from this class feature only once per round, even if multiple command the troops are used in the same round. If an ally chooses not to take the extra move action, it is lost. At 16th character level, a commissar gains the ability to grant an extra move action to his allies twice per day.

Leader Aura (Su)
At 5th level, all allies within 60 ft. of a commissar gains an insight bonus on saving throw against fear effects equal to his Charisma bonus (if any). This ability functions only while the commissar is conscious, not if he is unconscious or dead.
This is a cool class, I made a class called the Grand General many years ago that's superficially similar, if I can dig it up I'll post it.
 

Obly99

Hero
An expanded/revisited version of my lycanthrope class for giving also the ability of the alpha template.
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

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st​
+1​
+2​
+2​
+0​
Change shape (base creature, hybrid form), lycanthrope, lycanthropic empathy​
2nd​
+2​
+3​
+3​
+0​
Bonus feat (Alertness, Improved Initiative), pheromones​
3rd​
+3​
+3​
+3​
+1​
Bestial rage, bloodscent, woodland stride​
4th​
+4​
+4​
+4​
+1​
Bonus feat (Combat Reflexes, Endurance), roar​
5th​
+5​
+4​
+4​
+1​
Alpha’s influence, bloodthirsty, damage reduction (silver)​
6th​
+6​
+5​
+5​
+2​
Bonus feat (Dodge, Skill Focus [survival]), feral counter​
7th​
+7​
+5​
+5​
+2​
Beast of legends​
8th​
+8​
+6​
+6​
+2​
Bonus feat (Diehard, Run, Toughness), change shape (unlimited), child of the moon, rapid recovery​
9th​
+9​
+6​
+6​
+3​
Curse of lycanthropy, leader of the pack, wild hunt​
10th​
+10​
+7​
+7​
+3​
Frightful presence, run with the pack​
11th​
+11​
+7​
+7​
+3​
Dire form, true child of the moon​
12th​
+12​
+8​
+8​
+4​
True beast of legend​



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 HD + 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.
At 20th character level, a lycanthrope change shape become an extraordinary ability.

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.

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 HD + 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 using change shape 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.

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 character 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 HD + 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 character level, 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 60 feet (excluding herself) who can hear or see the lycnathrope. 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 character level.

Bloodthirsty (Ex)
Starting at 5th level, one of a lycanthrope’s natural attacks of change shape deals bleed damage equal to ½ her HD (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 HD + 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 character level which is overcome by silver.

Feral Counter (Ex)
Starting at 6th level, the first time each round that 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.

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 and fortification (75%) at 16th character level. At 20th character level, a lycanthrope under the effect of her change shape gains immunity to critical hits or precision damage not dealt with silver weapons.

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 character level 16th, she gains regeneration equal to ½ her character 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 character 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 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.

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

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 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 character level. At 20th character 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.

Feats

CLAWS OF THE BEAST

Your hybrid form generate vicious claws.
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.
 
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