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<blockquote data-quote="Obly99" data-source="post: 8939182" data-attributes="member: 7035194"><p>A simple barbarian archetype for the one tha love werewolf. Some abilities are inspired by the <a href="https://www.d20pfsrd.com/classes/3rd-party-classes/paizo-fans-united/wolf-shifter/" target="_blank">Wolf Shifter – d20PFSRD</a></p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Werewolf (Base/Unchained Barbarian Archetype)</span></strong></p><p></p><p><strong>Modifies</strong> rage, greater rage, mighty rage; <strong>Replaces</strong> fast movement, rage power of 2nd level, damage reduction, danger/trap sense, rage power of 6th level, rage power of 14th level</p><p></p><p>Werewolves usually trace their powers from a distant lycanthrope ancestor, though some gain their powers through totem worship. These warriors tap into the power and skill of the wolf, an animal feared and worshiped by many barbaric tribes. Their connection with this animal comes with a deep respect and kinship at times, though some shifters may turn their back on this fundamental connection. Just like the wolf, these shifters often travel great distances, partly from a keen wanderlust, and partly from unwelcoming treatment by common folk.</p><p></p><p><strong>Beast Within Affinity (Ex):</strong> At 1st level, a werewolf gains the following sets of natural attacks.</p><p></p><p><em>Mighty Jaws:</em> The werewolf gains a bite attack when she is in her hybrid and wolf form. This is a primary attack that deals 1d6 points of damage plus the werewolf’s Strength modifier (for a Medium-sized werewolf). At 6th level, her bite attack gains the grab ability. At 11th level, her bite attack deals an additional 1d8 points of bleed damage on a successful hit. At 16th level, she gains a constrict attack that deals damage equal to her bite.</p><p></p><p><em>Savage Claws:</em> The werewolf gains two claw attacks when she is in her hybrid form. These are primary attacks that deal 1d4 points of damage plus the werewolf’s Strength modifier (for a Medium-sized werewolf). At 6th level, she gains the rend special ability with her claw attacks that deals damage equal to her base claw damage plus 1-1/2 times its Strength bonus (if any). At 11th level, she gains the pounce ability but can only attack with her natural weapons when using it. At 16th level, she gains a rake attack with her claw attacks.</p><p>This ability replaces fast movement.</p><p></p><p><strong>Hybrid Rage (Ex):</strong> When a werewolf enter rage change into a hybrid wolf-humanoid form. A werewolf start a rage as a full-round action instead of a free action. Using a full-round action to start a hybrid rage does not count towards the number of rounds a werewolf can rage in a day. The werewolf can also start a hybrid rage as an immediate action after taking damage from an attack. While in rage, the werewolf bonus to her Strength and Constitution is reduced by 2 (or her bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls is reduced by 1 for an Unchained Barbarian) but she gains darkvision 60 ft., low-light vision, scent and +2 natural armor. This reduction of bonus apply even when the bonus increase with Greater and Mighty Rage (for a +4 Str-Con/+2 with Greater and +6 Str-Con/+3 with Mighty) but Greater increase the natural armor to +4 and Mighty to +6. Hybrid rage is a polymorph effect but unlike normal polymorph, a werewolf’s gear does not meld into this form and it stack with abilities that change the size but only if generated by a rage power (like Abyssal Blood).</p><p>This ability alter rage, greater rage and mighty rage.</p><p></p><p><strong>Lunar Bay (Ex):</strong> While in a hybrid rage or wolf transformation, the werewolf can howl fiendishly as a swift action, causing allies to feel encouraged and enemies to feel frightened. Allies within 30 feet receive a +2 morale bonus to Attack rolls, Saving Throws, and Skill checks, while enemies within 30 feet must make a Will save (DC 10 + half of the barbarian’s level + her Charisma modifier) or become shaken for a duration of 1 round + 1 round per four barbarian levels. These bonuses (for allies) and penalties (of shaken) increase by 1 per four barbarian levels. Lunar bay can be used once per hybrid rage. This replace the rage power of 2nd level.</p><p></p><p><strong>Wolf Empathy (Ex): </strong>The werewolf can improve the attitude of wolves and wolf-like creatures like worg, winter wolf, wolfwere and werewolf. This ability acts as wild empathy (use the barbarian’s level as her druid level) except it affects only this creatures despite their intelligence score. The werewolf can only use this ability while using hybrid rage or wolf transformation.</p><p></p><p><strong>Shifting Resistance (Ex):</strong> Starting at 2nd level, the werewolf gains DR/silver equal to half her barbarian level (minimum 1) when in hybrid rage or wolf transformation. The werewolf also gains immunity to lycanthropy. At 9th level the DR/silver becomes DR/silver and magic.</p><p>This ability replaces damage reduction.</p><p></p><p><strong>Wolf Transformation (Ex):</strong> At 3rd level, a werewolf can take on wolf form. Wolf transformation works like hybrid rage except spending a round of rage grants the werewolf the ability to be in wolf transformation for one minute (a fraction of a minute rounds up to one round). In addition to the benefits of hybrid form, in wolf form the werewolf has a speed of 50 feet, gains the trip monster ability with her bite and can use Charisma-, Dexterity-, or Intelligence-based skills or any ability that requires patience or concentration without penalty. A werewolf does not lose her ability to speak while in wolf form. All items the werewolf carries meld into her body in this form. When in wolf transformation, the werewolf cannot use rage powers. The werewolf cannot use wolf transformation when wearing heavy armor or carrying a heavy load. A werewolf is fatigued after the transformation for a number of rounds equal to 2 times the number of minutes spent in the transformation.</p><p>This ability replaces danger or trap sense +1.</p><p></p><p><strong>Lunar Link (Ex):</strong> At 5th level, the werewolf gains a +2 insight bonus on Perception, Stealth, and Survival checks while under direct moon light and during the entire day of the full moon, including the two days before and after the full moon (during this phase, the werewolf gains the bonus during night and day, regardless of being under moonlight). This bonus increases by +1 every four barbarian levels beyond 5th.</p><p>This replace the rage power of 6th level.</p><p></p><p><strong>Fast Transformation (Ex): </strong>At 6th level, a werewolf can activate Hybrid Rage as a standard action instead of a full-round action. Transforming in this way spends a round of rage.</p><p>This ability replaces danger or trap sense +2.</p><p></p><p><strong>Dire Wolf Shape (Ex):</strong> At 9th level, when transforming into the wolf transformation the werewolf can choose a dire wolf form instead. The werewolf must choose which wolf form she is becoming when starting a transformation. The dire wolf form causes the werewolf to increase her size by one size category. This size increase grants the werewolf a +4 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 10), and a +2 size bonus to Constitution. The werewolf’s bite attack also increases by one size category.</p><p>This ability replaces danger or trap sense +3.</p><p></p><p><strong>Improved Fast Transformation (Ex):</strong> At 14th level, a werewolf can activate Hybrid Rage as a move action. Transforming in this way spends a round of rage.</p><p>This replace the rage power of 14th level.</p><p></p><p><strong>Werewolf’s Fury (Ex): </strong>At 15th level, a werewolf gains the ability to make several ferocious attacks with the same natural weapon. Instead of attacking with all her natural weapons, the werewolf can choose a single natural weapon and make a full attack with that natural weapon, gaining a second iterative attack at a –5 as if it was a manufactured weapon, gaining a third iterative attack at a –10, and gaining a fourth iterative attack at –15 (only when she reach BAB +16 she can make the fourth iterative attack). When she does so, all her other natural weapons count as secondary.</p><p>This ability replaces danger or trap sense +4.</p><p></p><p><strong>Tireless Rage (Ex):</strong> Tireless rage apply even to wolf transformation.</p><p></p><p><strong>Shifting Forms (Ex):</strong> At 18th level, when a werewolf is transformed, she can change between hybrid rage and wolf transformation as a swift action without ending the transformation.</p><p>This ability replaces danger or trap sense +5.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8939182, member: 7035194"] A simple barbarian archetype for the one tha love werewolf. Some abilities are inspired by the [URL='https://www.d20pfsrd.com/classes/3rd-party-classes/paizo-fans-united/wolf-shifter/']Wolf Shifter – d20PFSRD[/URL] [CENTER][B][SIZE=7]Werewolf (Base/Unchained Barbarian Archetype)[/SIZE][/B][/CENTER] [B]Modifies[/B] rage, greater rage, mighty rage; [B]Replaces[/B] fast movement, rage power of 2nd level, damage reduction, danger/trap sense, rage power of 6th level, rage power of 14th level Werewolves usually trace their powers from a distant lycanthrope ancestor, though some gain their powers through totem worship. These warriors tap into the power and skill of the wolf, an animal feared and worshiped by many barbaric tribes. Their connection with this animal comes with a deep respect and kinship at times, though some shifters may turn their back on this fundamental connection. Just like the wolf, these shifters often travel great distances, partly from a keen wanderlust, and partly from unwelcoming treatment by common folk. [B]Beast Within Affinity (Ex):[/B] At 1st level, a werewolf gains the following sets of natural attacks. [I]Mighty Jaws:[/I] The werewolf gains a bite attack when she is in her hybrid and wolf form. This is a primary attack that deals 1d6 points of damage plus the werewolf’s Strength modifier (for a Medium-sized werewolf). At 6th level, her bite attack gains the grab ability. At 11th level, her bite attack deals an additional 1d8 points of bleed damage on a successful hit. At 16th level, she gains a constrict attack that deals damage equal to her bite. [I]Savage Claws:[/I] The werewolf gains two claw attacks when she is in her hybrid form. These are primary attacks that deal 1d4 points of damage plus the werewolf’s Strength modifier (for a Medium-sized werewolf). At 6th level, she gains the rend special ability with her claw attacks that deals damage equal to her base claw damage plus 1-1/2 times its Strength bonus (if any). At 11th level, she gains the pounce ability but can only attack with her natural weapons when using it. At 16th level, she gains a rake attack with her claw attacks. This ability replaces fast movement. [B]Hybrid Rage (Ex):[/B] When a werewolf enter rage change into a hybrid wolf-humanoid form. A werewolf start a rage as a full-round action instead of a free action. Using a full-round action to start a hybrid rage does not count towards the number of rounds a werewolf can rage in a day. The werewolf can also start a hybrid rage as an immediate action after taking damage from an attack. While in rage, the werewolf bonus to her Strength and Constitution is reduced by 2 (or her bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls is reduced by 1 for an Unchained Barbarian) but she gains darkvision 60 ft., low-light vision, scent and +2 natural armor. This reduction of bonus apply even when the bonus increase with Greater and Mighty Rage (for a +4 Str-Con/+2 with Greater and +6 Str-Con/+3 with Mighty) but Greater increase the natural armor to +4 and Mighty to +6. Hybrid rage is a polymorph effect but unlike normal polymorph, a werewolf’s gear does not meld into this form and it stack with abilities that change the size but only if generated by a rage power (like Abyssal Blood). This ability alter rage, greater rage and mighty rage. [B]Lunar Bay (Ex):[/B] While in a hybrid rage or wolf transformation, the werewolf can howl fiendishly as a swift action, causing allies to feel encouraged and enemies to feel frightened. Allies within 30 feet receive a +2 morale bonus to Attack rolls, Saving Throws, and Skill checks, while enemies within 30 feet must make a Will save (DC 10 + half of the barbarian’s level + her Charisma modifier) or become shaken for a duration of 1 round + 1 round per four barbarian levels. These bonuses (for allies) and penalties (of shaken) increase by 1 per four barbarian levels. Lunar bay can be used once per hybrid rage. This replace the rage power of 2nd level. [B]Wolf Empathy (Ex): [/B]The werewolf can improve the attitude of wolves and wolf-like creatures like worg, winter wolf, wolfwere and werewolf. This ability acts as wild empathy (use the barbarian’s level as her druid level) except it affects only this creatures despite their intelligence score. The werewolf can only use this ability while using hybrid rage or wolf transformation. [B]Shifting Resistance (Ex):[/B] Starting at 2nd level, the werewolf gains DR/silver equal to half her barbarian level (minimum 1) when in hybrid rage or wolf transformation. The werewolf also gains immunity to lycanthropy. At 9th level the DR/silver becomes DR/silver and magic. This ability replaces damage reduction. [B]Wolf Transformation (Ex):[/B] At 3rd level, a werewolf can take on wolf form. Wolf transformation works like hybrid rage except spending a round of rage grants the werewolf the ability to be in wolf transformation for one minute (a fraction of a minute rounds up to one round). In addition to the benefits of hybrid form, in wolf form the werewolf has a speed of 50 feet, gains the trip monster ability with her bite and can use Charisma-, Dexterity-, or Intelligence-based skills or any ability that requires patience or concentration without penalty. A werewolf does not lose her ability to speak while in wolf form. All items the werewolf carries meld into her body in this form. When in wolf transformation, the werewolf cannot use rage powers. The werewolf cannot use wolf transformation when wearing heavy armor or carrying a heavy load. A werewolf is fatigued after the transformation for a number of rounds equal to 2 times the number of minutes spent in the transformation. This ability replaces danger or trap sense +1. [B]Lunar Link (Ex):[/B] At 5th level, the werewolf gains a +2 insight bonus on Perception, Stealth, and Survival checks while under direct moon light and during the entire day of the full moon, including the two days before and after the full moon (during this phase, the werewolf gains the bonus during night and day, regardless of being under moonlight). This bonus increases by +1 every four barbarian levels beyond 5th. This replace the rage power of 6th level. [B]Fast Transformation (Ex): [/B]At 6th level, a werewolf can activate Hybrid Rage as a standard action instead of a full-round action. Transforming in this way spends a round of rage. This ability replaces danger or trap sense +2. [B]Dire Wolf Shape (Ex):[/B] At 9th level, when transforming into the wolf transformation the werewolf can choose a dire wolf form instead. The werewolf must choose which wolf form she is becoming when starting a transformation. The dire wolf form causes the werewolf to increase her size by one size category. This size increase grants the werewolf a +4 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 10), and a +2 size bonus to Constitution. The werewolf’s bite attack also increases by one size category. This ability replaces danger or trap sense +3. [B]Improved Fast Transformation (Ex):[/B] At 14th level, a werewolf can activate Hybrid Rage as a move action. Transforming in this way spends a round of rage. This replace the rage power of 14th level. [B]Werewolf’s Fury (Ex): [/B]At 15th level, a werewolf gains the ability to make several ferocious attacks with the same natural weapon. Instead of attacking with all her natural weapons, the werewolf can choose a single natural weapon and make a full attack with that natural weapon, gaining a second iterative attack at a –5 as if it was a manufactured weapon, gaining a third iterative attack at a –10, and gaining a fourth iterative attack at –15 (only when she reach BAB +16 she can make the fourth iterative attack). When she does so, all her other natural weapons count as secondary. This ability replaces danger or trap sense +4. [B]Tireless Rage (Ex):[/B] Tireless rage apply even to wolf transformation. [B]Shifting Forms (Ex):[/B] At 18th level, when a werewolf is transformed, she can change between hybrid rage and wolf transformation as a swift action without ending the transformation. This ability replaces danger or trap sense +5. [/QUOTE]
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