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The Lycanthrope Class
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<blockquote data-quote="Zaphling" data-source="post: 5498544" data-attributes="member: 89462"><p>(here's the up-to-level 10 version. I took away the regeneration when not bloodied in Transformation. comments please.)</p><p></p><p>Lycanthrope</p><p>Primal Striker</p><p>Key abilities: Strength, dexterity, constitution</p><p></p><p>Class Traits</p><p>Hit Points: You start with hit points equal to 12 + Constitution score. You gain 5 hit points each time you gain a level.</p><p></p><p>Bonus to Defense: +1 to Fortitude and Reflex.</p><p></p><p>Healing surges per day: 7 + Constitution modifier</p><p></p><p>Armor proficiencies: cloth, leather, hide</p><p></p><p>Weapon proficiencies: simple melee, military melee, simple ranged</p><p></p><p>Class skills: athletics [str], acrobatics [dex], dungeoneering [wis], nature [wis], streetwise [cha], perception [wis], stealth [dex], endurance [con], intimidate [cha]</p><p></p><p>Trained skills: choose four from the class skills above</p><p></p><p> Class features and powers </p><p>1 Transformation, Regeneration, Weak against Silver, Feral Beast, Bestial Frenzy, Beast Pose</p><p></p><p> 2 +1 Utility power</p><p> 3 Improved Bestial frenzy</p><p> 4 +1 Ability score increase, Chaotic mind</p><p> 5 Daily power</p><p> 6 +1 Utility power</p><p> 7 Extra beast pose</p><p> 8 +1 Ability score increase, Improved transformation</p><p> 9 Daily power</p><p> 10 +1 Utility power</p><p></p><p>Level 1: Transformation</p><p>TRANSFORMATION</p><p>Encounter * polymorph, primal</p><p>Minor action personal</p><p>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.</p><p></p><p>Level 1: Regeneration</p><p>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.</p><p></p><p>Level 1: Feral Beast</p><p>Benefit: you gain a benefit associated with your beast.</p><p></p><p>Feral Hunter</p><p>Benefit: You gain +1 class bonus to speed, +2 bonus to Perception checks. Also, add your Dexterity modifier to your damage.</p><p>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.</p><p></p><p>Feral Berserker</p><p>Benefit: You gain Durable as a bonus feat, +2 bonus to Intimidate checks. Also, add your Constitution modifier to your damage.</p><p>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.</p><p></p><p>Feral Charger</p><p>Benefit: You gain Toughness as a bonus feat, +2 bonus to Endurance checks. Also, add your Constitution modifier to your damage.</p><p>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.</p><p></p><p>Feral Skirmisher</p><p>Benefit: You can shift as a minor action, +2 bonus to Stealth checks. Also, add your Dexterity modifier to your damage.</p><p>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.</p><p></p><p>Level 1: Bestial Frenzy</p><p>BESTIAL FRENZY</p><p>Encounter * primal</p><p>Standard melee 1</p><p>Target: one creature</p><p>Effect: you make two melee basic attacks. If both attack hits, the target gains ongoing 5 damage (save ends).</p><p></p><p>Level 1: Beast Poses</p><p>Benefit: you gain two of the following poses.</p><p></p><p>Isolated Prey</p><p>At-will * primal, stance</p><p>Minor action personal</p><p>Effect: you assume the Isolated Prey stance. Until the stance ends, you gain combat advantage to enemies that have no allies adjacent to it.</p><p></p><p>Cornered Beast</p><p>At-will * primal, stance</p><p>Minor action personal</p><p>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.</p><p></p><p>Harry the Prey</p><p>At-will * primal, stance</p><p>Minor action personal</p><p>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.</p><p></p><p>Knockdown Assault</p><p>At-will * primal, stance</p><p>Minor action personal</p><p>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.</p><p></p><p>Savage Pounce</p><p>At-will * primal, stance</p><p>Minor action personal</p><p>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.</p><p></p><p>Mobile Predator</p><p>At-will * primal, stance</p><p>Minor action personal</p><p>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.</p><p></p><p>Level 2: Utility power</p><p>Howl</p><p>Encounter * primal, fear</p><p>Minor action close burst 3</p><p>Effect: each enemy inside the burst takes -2 penalty to attack rolls and damage rolls until the end of your next turn.</p><p></p><p>Danger Sense</p><p>Encounter * primal</p><p>Free action personal</p><p>Effect: whenever enemies gain combat advantage by flanking you, they lose that bonus until the end of your next turn.</p><p></p><p>Bide</p><p>Encounter * primal</p><p>Immediate reaction personal</p><p>Trigger: when you are damaged by an attack</p><p>Effect: until the end of your next, you gain +3 power bonus to damage rolls.</p><p></p><p>Level 3: improved bestial frenzy</p><p>Benefit: you can now use bestial frenzy twice per encounter, but only once per round.</p><p></p><p>Level 4: chaotic mind</p><p>Benefit: your Will defense increases by 2.</p><p></p><p>Level 5: daily power</p><p>Lunar Frenzy</p><p>Daily * primal, rage</p><p>Standard action close burst 1</p><p>Target: enemies in the burst</p><p>Hit: 1[W] + strength modifier damage.</p><p>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.</p><p></p><p>Crushing Bite</p><p>Daily * primal</p><p>Standard action melee 1</p><p>Target: one creature</p><p>Hit: 3[W] + strength modifier damage and the target is weakened (save ends).</p><p>Miss: half damage and the target is weakened until the end of your next turn.</p><p></p><p>Berserker Dance</p><p>Daily * primal</p><p>Standard action melee 1</p><p>Target: one creature</p><p>Hit: 2[W] + strength modifier damage.</p><p>Effect: you shift 3 squares and make the same attack on another target. You can do this effect only twice.</p><p></p><p>Level 6: utility power</p><p>Leer</p><p>Encounter * primal, fear</p><p>Minor action range 5</p><p>Target: one creature</p><p>Effect: the target takes -4 AC until the end of your next turn.</p><p></p><p>Hardened Hide</p><p>Daily * primal</p><p>Minor action personal</p><p>Effect: you gain resist 5 damage until the end of the encounter.</p><p></p><p>Terror</p><p>Daily * primal, fear</p><p>Minor action personal</p><p>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.</p><p></p><p>Level 7: Extra beast pose</p><p>Benefit: you gain one additional beast pose.</p><p></p><p>Level 8: improved transformation</p><p>Benefit: whenever you use your Transformation class power, you also gain 15 temporary hit points.</p><p></p><p>Level 9: daily power</p><p>Sonic Blast</p><p>Daily * primal, thunder</p><p>Standard action close blast 3</p><p>Target: all creatures in blast</p><p>Attack: strength vs Fort</p><p>Hit: 2d8 + strength modifier thunder damage and the target is dazed (save ends).</p><p>Miss: half damage and the target is dazed until the end of your next turn.</p><p></p><p>Feral Charge</p><p>Daily * primal</p><p>Standard action melee 1</p><p>Target: one creature</p><p>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).</p><p></p><p>Bear Hug</p><p>Daily * primal</p><p>Standard action melee 1</p><p>Target: one creature</p><p>Attack: strength vs Ref</p><p>Hit: 2d12 + strength modifier damage and the target is grabbed.</p><p>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.</p></blockquote><p></p>
[QUOTE="Zaphling, post: 5498544, member: 89462"] (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. [/QUOTE]
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