The Lycanthrope Class

Zaphling

First Post
since there is already a vampire class coming soon, very soon, might as well plug-in this class too. Thoughts? Suggestions? Comments?
Although this is still level 1 and in the essentials format.


Lycanthrope
Primal Striker
Key abilities: Strength, dexterity, constitution

Class Traits
Hit Points: You start with hit points equal to 12 + Constitution score. You gain 5 hit points each time you gain a level.

Bonus to Defense: +1 to Fortitude and Reflex.

Healing surges per day: 7 + Constitution modifier

Armor proficiencies: cloth, leather, hide

Weapon proficiencies: simple melee, military melee, simple ranged

Class skills: athletics [str], acrobatics [dex], dungeoneering [wis], nature [wis], streetwise [cha], perception [wis], stealth [dex], endurance [con], intimidate [cha]

Trained skills: choose four from the class skills above

Class features and powers:
Transformation
Regeneration
Weak against Silver
Feral Beast
Bestial Frenzy
Beast Pose


Level 1: Transformation
TRANSFORMATION
Encounter * polymorph, primal
Minor action personal
Effect: You assume the form of a lycanthrope hybrid or beasts until the end of the encounter or until you fall unconscious. While in this form, you gain a natural weapon with +3 proficiency and 1d10 damage, bonuses depending on your Feral Beast choice, Regeneration will now effect even when not bloodied, Bestial Frenzy will have an extra melee basic attack if both melee attack hits.

Level 1: Regeneration
Benefit: Whenever you are bloodied, you gain regeneration 2 until you are not bloodied. The regeneration increases to 5 at level 11, and 10 at level 21.

Level 1: Feral Beast
Benefit: you gain a benefit associated with your beast.

Feral Hunter
Benefit: You gain +1 class bonus to speed, +2 bonus to Perception checks. Also, add your Dexterity modifier to your damage.
Your Transformation power assumes the form of a werewolf or weretiger and your Transformation power also grants you a +1 bonus to AC.

Feral Berserker
Benefit: You gain Durable as a bonus feat, +2 bonus to Intimidate checks. Also, add your Constitution modifier to your damage.
Your Transformation power assumes the form of a werebear and your Transformation power also grants you a +1 bonus to Fortitude.

Feral Charger
Benefit: You gain Toughness as a bonus feat, +2 bonus to Endurance checks. Also, add your Constitution modifier to your damage.
Your Transformation power assumes the form of a wereboar and your Transformation power also grants you a +2 bonus to speed when charging.

Feral Skirmisher
Benefit: You can shift as a minor action, +2 bonus to Stealth checks. Also, add your Dexterity modifier to your damage.
Your Transformation power assumes the form of a wererat and your Transformation power also grants you a +1 bonus to Reflex.

Level 1: Bestial Frenzy
BESTIAL FRENZY
Encounter * primal
Standard melee 1
Target: one creature
Effect: you make two melee basic attacks. If both attack hits, the target gains ongoing 5 damage (save ends).

Level 1: Beast Poses
Benefit: you gain two of the following poses.

Isolated Prey
At-will * primal, stance
Minor action personal
Effect: you assume the Isolated Prey stance. Until the stance ends, you gain combat advantage to enemies that have no allies adjacent to it.
Cornered Beast
At-will * primal, stance
Minor action personal
Effect: you assume the cornered beast stance. Until the stance ends, you gain +1 bonus to attack rolls and +2 bonus to damage rolls when at least two enemies are adjacent to you.

Harry the Prey
At-will * primal, stance
Minor action personal
Effect: you assume the Harry the Prey stance. Until the stance ends, you gain +2 to damage rolls whenever you have combat advantage against your target.

Knockdown Assault
At-will * primal, stance
Minor action personal
Effect: you assume the knockdown assault stance. Until the stance ends, you knock your target prone whenever you hit it with your melee basic attacks.

Savage Pounce
At-will * primal, stance
Minor action personal
Effect: you assume the Savage Pounce stance. Until the stance ends, you gain +2 bonus to damage rolls whenever you hit it with your charge.

Mobile Predator
At-will * primal, stance
Minor action personal
Effect: you assume the mobile predator stance. Until the stance ends, you can shift 1 square as a free action whenever you hit with your melee basic attacks.
 

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Neat idea, but I have some criticisms.

A few things:

The transformation power seems to be a little much as an encounter power. It would balance better as a daily. With its bonuses, theres really no point for weapon training of any kind. If it stays an encounter that I would suggest removing the weapon training entirely.

Another thing though as a encounter at level one, it gives off the impression that they have already mastered their abilities. I think that it would better as a daily (as I said above) with the Feral beast benefits applying to outside of beast form as well (I assume they only apply while transformed). As the class progresses it could become a special daily with multiple uses that eventually becomes an encounter power as the hybrid form is generally seen as a very powerful stage. There could be utility and attack powers that deal with shifting into beast or hybrid form for brief periods of time to keep the flavor.

I do like the idea though.
 

(here's the up-to-level 10 version. I took away the regeneration when not bloodied in Transformation. comments please.)

Lycanthrope
Primal Striker
Key abilities: Strength, dexterity, constitution

Class Traits
Hit Points: You start with hit points equal to 12 + Constitution score. You gain 5 hit points each time you gain a level.

Bonus to Defense: +1 to Fortitude and Reflex.

Healing surges per day: 7 + Constitution modifier

Armor proficiencies: cloth, leather, hide

Weapon proficiencies: simple melee, military melee, simple ranged

Class skills: athletics [str], acrobatics [dex], dungeoneering [wis], nature [wis], streetwise [cha], perception [wis], stealth [dex], endurance [con], intimidate [cha]

Trained skills: choose four from the class skills above

Class features and powers
1 Transformation, Regeneration, Weak against Silver, Feral Beast, Bestial Frenzy, Beast Pose

2 +1 Utility power
3 Improved Bestial frenzy
4 +1 Ability score increase, Chaotic mind
5 Daily power
6 +1 Utility power
7 Extra beast pose
8 +1 Ability score increase, Improved transformation
9 Daily power
10 +1 Utility power

Level 1: Transformation
TRANSFORMATION
Encounter * polymorph, primal
Minor action personal
Effect: You assume the form of a lycanthrope hybrid or beast until the end of the encounter or until you fall unconscious. While in this form, you gain a natural weapon with +3 proficiency and 1d10 damage, bonuses depending on your Feral Beast choice, Bestial Frenzy will have an extra melee basic attack if both melee attack hits.

Level 1: Regeneration
Benefit: Whenever you are bloodied, you gain regeneration 2 until you are not bloodied. The regeneration increases to 5 at level 11, and 10 at level 21.

Level 1: Feral Beast
Benefit: you gain a benefit associated with your beast.

Feral Hunter
Benefit: You gain +1 class bonus to speed, +2 bonus to Perception checks. Also, add your Dexterity modifier to your damage.
Your Transformation power assumes the form of a werewolf or weretiger and your Transformation power also grants you a +1 bonus to AC. Your natural weapon is considered a heavy blade.

Feral Berserker
Benefit: You gain Durable as a bonus feat, +2 bonus to Intimidate checks. Also, add your Constitution modifier to your damage.
Your Transformation power assumes the form of a werebear and your Transformation power also grants you a +1 bonus to Fortitude. Your natural weapon is considered an axe.

Feral Charger
Benefit: You gain Toughness as a bonus feat, +2 bonus to Endurance checks. Also, add your Constitution modifier to your damage.
Your Transformation power assumes the form of a wereboar and your Transformation power also grants you a +2 bonus to speed when charging. Your natural weapon is considered a mace.

Feral Skirmisher
Benefit: You can shift as a minor action, +2 bonus to Stealth checks. Also, add your Dexterity modifier to your damage.
Your Transformation power assumes the form of a wererat and your Transformation power also grants you a +1 bonus to Reflex. Your natural weapon is considered a light blade.

Level 1: Bestial Frenzy
BESTIAL FRENZY
Encounter * primal
Standard melee 1
Target: one creature
Effect: you make two melee basic attacks. If both attack hits, the target gains ongoing 5 damage (save ends).

Level 1: Beast Poses
Benefit: you gain two of the following poses.

Isolated Prey
At-will * primal, stance
Minor action personal
Effect: you assume the Isolated Prey stance. Until the stance ends, you gain combat advantage to enemies that have no allies adjacent to it.

Cornered Beast
At-will * primal, stance
Minor action personal
Effect: you assume the cornered beast stance. Until the stance ends, you gain +1 bonus to attack rolls and +2 bonus to damage rolls when at least two enemies are adjacent to you.

Harry the Prey
At-will * primal, stance
Minor action personal
Effect: you assume the Harry the Prey stance. Until the stance ends, you gain +2 to damage rolls whenever you have combat advantage against your target.

Knockdown Assault
At-will * primal, stance
Minor action personal
Effect: you assume the knockdown assault stance. Until the stance ends, you knock your target prone whenever you hit it with your melee basic attacks.

Savage Pounce
At-will * primal, stance
Minor action personal
Effect: you assume the Savage Pounce stance. Until the stance ends, you gain +2 bonus to damage rolls whenever you hit it with your charge.

Mobile Predator
At-will * primal, stance
Minor action personal
Effect: you assume the mobile predator stance. Until the stance ends, you can shift 1 square as a free action whenever you hit with your melee basic attacks.

Level 2: Utility power
Howl
Encounter * primal, fear
Minor action close burst 3
Effect: each enemy inside the burst takes -2 penalty to attack rolls and damage rolls until the end of your next turn.

Danger Sense
Encounter * primal
Free action personal
Effect: whenever enemies gain combat advantage by flanking you, they lose that bonus until the end of your next turn.

Bide
Encounter * primal
Immediate reaction personal
Trigger: when you are damaged by an attack
Effect: until the end of your next, you gain +3 power bonus to damage rolls.

Level 3: improved bestial frenzy
Benefit: you can now use bestial frenzy twice per encounter, but only once per round.

Level 4: chaotic mind
Benefit: your Will defense increases by 2.

Level 5: daily power
Lunar Frenzy
Daily * primal, rage
Standard action close burst 1
Target: enemies in the burst
Hit: 1[W] + strength modifier damage.
Effect: you assume the dire form of your Feral Beast until the end of the encounter or until you end this effect as a free action or until you fall unconscious. Whenever you are in this effect, you do not provoke opportunity attacks.

Crushing Bite
Daily * primal
Standard action melee 1
Target: one creature
Hit: 3[W] + strength modifier damage and the target is weakened (save ends).
Miss: half damage and the target is weakened until the end of your next turn.

Berserker Dance
Daily * primal
Standard action melee 1
Target: one creature
Hit: 2[W] + strength modifier damage.
Effect: you shift 3 squares and make the same attack on another target. You can do this effect only twice.

Level 6: utility power
Leer
Encounter * primal, fear
Minor action range 5
Target: one creature
Effect: the target takes -4 AC until the end of your next turn.

Hardened Hide
Daily * primal
Minor action personal
Effect: you gain resist 5 damage until the end of the encounter.

Terror
Daily * primal, fear
Minor action personal
Effect: enemies adjacent to you take -2 penalty to attack rolls. This effect lasts until the end of the encounter or until you fall unconscious.

Level 7: Extra beast pose
Benefit: you gain one additional beast pose.

Level 8: improved transformation
Benefit: whenever you use your Transformation class power, you also gain 15 temporary hit points.

Level 9: daily power
Sonic Blast
Daily * primal, thunder
Standard action close blast 3
Target: all creatures in blast
Attack: strength vs Fort
Hit: 2d8 + strength modifier thunder damage and the target is dazed (save ends).
Miss: half damage and the target is dazed until the end of your next turn.

Feral Charge
Daily * primal
Standard action melee 1
Target: one creature
Effect: you charge the target. If the attack hits, the target is knocked prone. Then you shift 4 squares and charge the target again. If the second attack hits, the target is dazed (save ends).

Bear Hug
Daily * primal
Standard action melee 1
Target: one creature
Attack: strength vs Ref
Hit: 2d12 + strength modifier damage and the target is grabbed.
Effect: until the end of the encounter, the target takes -5 penalty to escape your grabs. Also, if the target is grabbed by you, it takes 5 damage at the start of its turns.
 


How about making the transformation, baseline, like the druid's shapeshift, but then empower the transformed character via Encounter and/or Daily powers. Non-transformed, you can give them tactical powers (Controller or Leader), while transformed, they lose those and gain brute force powers (Striker, a la Werewolves, or Defender, a la Werebears).

Perhaps split them into Predators and Protectors. Predators (like werewolves), as hunters, would be Controllers in their untransformed state, but would transform into Strikers. Protectors (like werebears), as guardians, would be Leaders in their untransformed state, but would transform into Defenders.
 

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