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<blockquote data-quote="Orcus Porkus" data-source="post: 4496647" data-attributes="member: 76022"><p><span style="font-size: 18px"><strong>WEREBEAR</strong></span></p><p></p><p><em>Werebears are reclusive creatures that usually prefer to avoid civilization and hunt down evil beings in the wilderness.</em></p><p><em></em><span style="font-size: 15px"></span></p><p><span style="font-size: 15px"></span><img src="http://www.wizards.com/dnd/images/af_gallery/13.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><span style="font-size: 15px"><strong>RACIAL TRAITS</strong></span></p><p></p><p><strong>Average Height:</strong> 6' 8" - 8' 2"</p><p><strong>Average Weight:</strong> 220-300 lb.</p><p></p><p><strong>Ability Scores:</strong> +2 Strength, +2 Wisdom</p><p><strong>Size:</strong> Medium</p><p><strong>Speed:</strong> 6 squares (see also "bear run")</p><p><strong>Vision:</strong> Low-light</p><p></p><p><strong>Languages:</strong> Common, choice of one other</p><p><strong>Skill Bonus:</strong> +2 Nature, +2 Perception</p><p></p><p><strong>Change Shape:</strong> As a minor action and twice per encounter, you can alter your physical form to appear as a brown bear, a werebear (also called "hybrid form"), or a unique human/dwarf. You can't use your claw attack in human/dwarven form and can't use weapons in bear form. All your equipment melds with the bear form and remains active. Wearing shields or heavier armor than hide prevents you from using the shape changing power.</p><p></p><p><strong>Bear Empathy:</strong> You can communicate with bears, and enjoy a +4 racial bonus on Charisma-based checks against bears and dire bears.</p><p></p><p><strong>Bear Run:</strong> When in bear form, your running speed is +4 instead of +2.</p><p></p><p><strong>Bear Hug:</strong> When in bear form and while grabbing a creature, you deal ongoing damage equal to half your strength modifier.</p><p></p><p><strong>Natural Claw Attack:</strong> In hybrid or bear form, your claw (both main- and off-hand) allows you an unarmed attack with +2 proficiency and dealing 1d6 + Strength modifier damage.</p><p></p><p><strong>Werebear's Greataxe:</strong> You can wield your preferred weapon, the mighty greataxe, in one hand while in hybrid form, with your other claw as an off-hand weapon. You can't wield any melee or ranged weapon in the off-hand but you can use it to attack and grab enemies, or hold items. If used as a two-handed weapon in hybrid form, the greataxe deals +1 damage. In human/dwarven form the greataxe becomes a regular two-handed weapon. These special benefits don't apply to other axes or two-handed weapons.</p><p></p><p><strong>Werebear Regeneration:</strong> You can use werebear regeneration as a free action.</p><p></p><p><span style="font-size: 12px"><span style="color: Yellow"><strong>Werebear Regeneration</strong></span></span><span style="color: Yellow"></span></p><p><span style="color: Yellow"><span style="color: White">Werebear Racial Power</span></span></p><p><span style="color: Yellow"><span style="color: White"><em>Your injuries glow with pale silver light... and then begin to heal.</em></span></span></p><p><span style="color: Yellow"><span style="color: White"><strong>At-will</strong><strong> - Healing</strong></span></span></p><p><span style="color: Yellow"><span style="color: White"><strong>Free Action - Personal</strong></span></span></p><p><span style="color: Yellow"><span style="color: White"><strong>Special:</strong> You must be bloodied to use this power.</span></span></p><p><span style="color: Yellow"><span style="color: White"><strong>Effect:</strong> Until the end of the encounter, or for as long as you are bloodied, you gain regeneration equal to your Constitution modifier (+2 at 11th level, +4 at 21st level). If you take damage from a silver weapon, the regeneration doesn’t function on its next turn.</span></span></p><p><span style="color: Yellow"><span style="color: White">You lose a healing surge every time the regeneration is initiated in an encounter. If all healing surges are used up, regeneration can't be initiated anymore.</span> </span> </p><p></p><p><strong><span style="font-size: 15px">FEATS</span></strong></p><p></p><p><strong>Bestial Claw Attack</strong></p><p>Tier: Heroic (Level 1-10)</p><p>Prerequisite: Werebear</p><p>Description: Your natural claw attack improves to 1d8 + Strength modifier damage with a +3 Proficiency bonus. It also gains the High Crit property.</p><p></p><p><strong>Ferocious Claw Attack</strong></p><p>Tier: Heroic (Level 1-10)</p><p>Prerequisites: Bestial Claw Attack</p><p>Description: You gain a +1 feat bonus to attack and damage with your claws. This increases to +2 at 6th level, +3 at 11th level, +4 at 16th level, +5 at 21st level, and +6 at 26th level.</p><p></p><p><strong>Ursine Rush</strong></p><p>Tier: Paragon (Level 11-20)</p><p>Prerequisite: Werebear</p><p>Benefit: You gain a +1 feat bonus to speed in hybrid form and a +2 feat bonus to speed in bear form.</p><p></p><p><strong>Ursine Crush</strong></p><p>Tier: Paragon (Level 11-20)</p><p>Prerequisite: Werebear</p><p>Benefit: The damage from Bear Hug increases to Strength modifier.</p><p></p><p><img src="http://www.wizards.com/dnd/images/Dragoneye/10_Dwarven_Werebear_tn.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Though they tend to be moody and easily agitated, werebears are the only good-aligned lycanthropes that are commonly known.</p><p></p><p>Play a werebear if you want...</p><p></p><ul> <li data-xf-list-type="ul">to be lycanthrope</li> <li data-xf-list-type="ul">to be a strong, proud and moody beast</li> <li data-xf-list-type="ul">to fight like a bear</li> <li data-xf-list-type="ul">to be a lone warrior of the woods who on rare occasion teams up with adventurers who share your goals</li> </ul><p><span style="font-size: 15px"><strong>Physical Qualities</strong></span></p><p><span style="font-size: 15px"><strong></strong></span></p><p>Werebears in humanoid form (human or dwarf) tend to be relatively tall, stout, well-muscled, and hairy. Their brown hair is thick, and males usually wear beards. They may have reddish, blond, ivory, or black hair, matching the color of the ursine form. They dress in simple cloth, leather garments and a bear hide that merges or reappears during the shape changing.</p><p></p><p>In hybrid form, the werebear grows in size and looks more like a bear than a human/dwarf, and wields his greataxe with terrifying ease, interchanging with swift claw attacks.</p><p></p><p>Werebears fight just as bears do in animal form, charging into combat, using their natural claw attack and bear hug.</p><p></p><p>Werbears are born to werebear parents, and are raised by their mother in a remote lair deep in a wild forest. She teaches the young cub the mythical origins of the race, hunting and battle skills, and about their inherited duty to fight the evil beings of the forest. After leaving their mother's lair, they tend to live solitary lifes, except for mating. Some powerful werebears are leaders of small groups of brown, black, or cave bears. Natural bears respect werebears as superior beings, but they don't subordinate themselves to them. The werebear's home is typically a well hidden cave.</p><p></p><p>When visiting human or dwarven settlements, they hide their true nature and usually appear as hunters or warriors.</p><p></p><p>Lycanthropy is hereditary. Being bitten by a lycanthrope doesn't turn the victim into a lycanthrope. Werebears don't carry the much feared lycanthropy diseases like filth fever or moon frenzy because it's considered evil.</p><p></p><p>Most werebears live for 75 years or a little longer.</p><p><span style="font-size: 15px"><strong></strong></span></p><p><span style="font-size: 15px"><strong>Playing a Werebear</strong></span></p><p></p><p>Werebears are sometimes torn between their two natures, like other lycanthropes, but always feel at ease in the wilderness of cold forests. They get along well with good-aligned fey beings, even though they are not tied to the feywild themselves.</p><p></p><p>Like the bear being a natural striker, werebears prefer the barbarian or ranger class. It also gives them proficiency with their greataxe.</p><p></p><p>Werebears have a strong tendency towards lawful good alignment.</p><p></p><p><a href="http://www.elfwood.com/art/h/h/hhlau/werebear1a.jpg.html" target="_blank"><img src="http://images.elfwood.com/art/h/h/hhlau/werebear1a.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></a></p><p></p><p><img src="http://fantasymenagerie.files.wordpress.com/2008/06/werebear4.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>(Please let me know your thoughts. I copied a lot of text from various websites, but I lost track whom to credit for it... please accept my apologies)</p></blockquote><p></p>
[QUOTE="Orcus Porkus, post: 4496647, member: 76022"] [SIZE=5][B]WEREBEAR[/B][/SIZE] [I]Werebears are reclusive creatures that usually prefer to avoid civilization and hunt down evil beings in the wilderness. [/I][SIZE=4] [/SIZE][IMG]http://www.wizards.com/dnd/images/af_gallery/13.jpg[/IMG] [SIZE=4][B]RACIAL TRAITS[/B][/SIZE] [B]Average Height:[/B] 6' 8" - 8' 2" [B]Average Weight:[/B] 220-300 lb. [B]Ability Scores:[/B] +2 Strength, +2 Wisdom [B]Size:[/B] Medium [B]Speed:[/B] 6 squares (see also "bear run") [B]Vision:[/B] Low-light [B]Languages:[/B] Common, choice of one other [B]Skill Bonus:[/B] +2 Nature, +2 Perception [B]Change Shape:[/B] As a minor action and twice per encounter, you can alter your physical form to appear as a brown bear, a werebear (also called "hybrid form"), or a unique human/dwarf. You can't use your claw attack in human/dwarven form and can't use weapons in bear form. All your equipment melds with the bear form and remains active. Wearing shields or heavier armor than hide prevents you from using the shape changing power. [B]Bear Empathy:[/B] You can communicate with bears, and enjoy a +4 racial bonus on Charisma-based checks against bears and dire bears. [B]Bear Run:[/B] When in bear form, your running speed is +4 instead of +2. [B]Bear Hug:[/B] When in bear form and while grabbing a creature, you deal ongoing damage equal to half your strength modifier. [B]Natural Claw Attack:[/B] In hybrid or bear form, your claw (both main- and off-hand) allows you an unarmed attack with +2 proficiency and dealing 1d6 + Strength modifier damage. [B]Werebear's Greataxe:[/B] You can wield your preferred weapon, the mighty greataxe, in one hand while in hybrid form, with your other claw as an off-hand weapon. You can't wield any melee or ranged weapon in the off-hand but you can use it to attack and grab enemies, or hold items. If used as a two-handed weapon in hybrid form, the greataxe deals +1 damage. In human/dwarven form the greataxe becomes a regular two-handed weapon. These special benefits don't apply to other axes or two-handed weapons. [B]Werebear Regeneration:[/B] You can use werebear regeneration as a free action. [SIZE=3][COLOR=Yellow][B]Werebear Regeneration[/B][/COLOR][/SIZE][COLOR=Yellow] [COLOR=White]Werebear Racial Power [I]Your injuries glow with pale silver light... and then begin to heal.[/I] [B]At-will[/B][B] - Healing[/B] [B]Free Action - Personal[/B] [B]Special:[/B] You must be bloodied to use this power. [B]Effect:[/B] Until the end of the encounter, or for as long as you are bloodied, you gain regeneration equal to your Constitution modifier (+2 at 11th level, +4 at 21st level). If you take damage from a silver weapon, the regeneration doesn’t function on its next turn. You lose a healing surge every time the regeneration is initiated in an encounter. If all healing surges are used up, regeneration can't be initiated anymore.[/COLOR] [/COLOR] [B][SIZE=4]FEATS[/SIZE][/B] [B]Bestial Claw Attack[/B] Tier: Heroic (Level 1-10) Prerequisite: Werebear Description: Your natural claw attack improves to 1d8 + Strength modifier damage with a +3 Proficiency bonus. It also gains the High Crit property. [B]Ferocious Claw Attack[/B] Tier: Heroic (Level 1-10) Prerequisites: Bestial Claw Attack Description: You gain a +1 feat bonus to attack and damage with your claws. This increases to +2 at 6th level, +3 at 11th level, +4 at 16th level, +5 at 21st level, and +6 at 26th level. [B]Ursine Rush[/B] Tier: Paragon (Level 11-20) Prerequisite: Werebear Benefit: You gain a +1 feat bonus to speed in hybrid form and a +2 feat bonus to speed in bear form. [B]Ursine Crush[/B] Tier: Paragon (Level 11-20) Prerequisite: Werebear Benefit: The damage from Bear Hug increases to Strength modifier. [IMG]http://www.wizards.com/dnd/images/Dragoneye/10_Dwarven_Werebear_tn.jpg[/IMG] Though they tend to be moody and easily agitated, werebears are the only good-aligned lycanthropes that are commonly known. Play a werebear if you want... [LIST] [*]to be lycanthrope [*]to be a strong, proud and moody beast [*]to fight like a bear [*]to be a lone warrior of the woods who on rare occasion teams up with adventurers who share your goals [/LIST] [SIZE=4][B]Physical Qualities [/B][/SIZE] Werebears in humanoid form (human or dwarf) tend to be relatively tall, stout, well-muscled, and hairy. Their brown hair is thick, and males usually wear beards. They may have reddish, blond, ivory, or black hair, matching the color of the ursine form. They dress in simple cloth, leather garments and a bear hide that merges or reappears during the shape changing. In hybrid form, the werebear grows in size and looks more like a bear than a human/dwarf, and wields his greataxe with terrifying ease, interchanging with swift claw attacks. Werebears fight just as bears do in animal form, charging into combat, using their natural claw attack and bear hug. Werbears are born to werebear parents, and are raised by their mother in a remote lair deep in a wild forest. She teaches the young cub the mythical origins of the race, hunting and battle skills, and about their inherited duty to fight the evil beings of the forest. After leaving their mother's lair, they tend to live solitary lifes, except for mating. Some powerful werebears are leaders of small groups of brown, black, or cave bears. Natural bears respect werebears as superior beings, but they don't subordinate themselves to them. The werebear's home is typically a well hidden cave. When visiting human or dwarven settlements, they hide their true nature and usually appear as hunters or warriors. Lycanthropy is hereditary. Being bitten by a lycanthrope doesn't turn the victim into a lycanthrope. Werebears don't carry the much feared lycanthropy diseases like filth fever or moon frenzy because it's considered evil. Most werebears live for 75 years or a little longer. [SIZE=4][B] Playing a Werebear[/B][/SIZE] Werebears are sometimes torn between their two natures, like other lycanthropes, but always feel at ease in the wilderness of cold forests. They get along well with good-aligned fey beings, even though they are not tied to the feywild themselves. Like the bear being a natural striker, werebears prefer the barbarian or ranger class. It also gives them proficiency with their greataxe. Werebears have a strong tendency towards lawful good alignment. [URL="http://www.elfwood.com/art/h/h/hhlau/werebear1a.jpg.html"][IMG]http://images.elfwood.com/art/h/h/hhlau/werebear1a.jpg[/IMG][/URL] [IMG]http://fantasymenagerie.files.wordpress.com/2008/06/werebear4.jpg[/IMG] (Please let me know your thoughts. I copied a lot of text from various websites, but I lost track whom to credit for it... please accept my apologies) [/QUOTE]
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