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(Mythos) Werewolves (PEACH)

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(Mythos) Werewolves (PEACH)

Postby Heliomance » Fri Nov 05, 2010 8:38 am

Werewolves are a highly specialised form of spellcaster. In essence, they know one spell, which lets them transform into a wolf, and they learn to utilise this spell in ever more effective ways.

Hit Die: d10

Skill points per level: 4+Int mod, x4 at first level

Class skills: Balance, Escape Artist, Handle Animal, Hide, Intimidate, Jump, Listen, Move Silently, Search, Spot, Survival, Swim, Tumble

Werewolf
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialBiteClawSpeed bonusNatural Armour BonusManeuvers KnownManeuver ReadiedStances Known
1st
+1
+2
+2
+0
Aspect of the Wolf, Wolf Form 1/day, Improved Trip, Scent, Track, Low-light vision1d6-+0ft+0221
2nd
+2
+3
+3
+0
Trackless Step, Wolf Form 2/day, DR 1/silver1d6-+0ft+1221
3rd
+3
+3
+3
+1
Uncanny Dodge, Blind-Fight1d6-+10ft+1321
4th
+4
+4
+4
+1
Wolf form 1/hour, DR 2/silver1d8-+10ft+1321
5th
+5
+4
+4
+1
Vigilant Defender, Skirmish 1d61d8-+10ft+2321
6th
+6
+5
+5
+2
Flawless Stride, Improved Uncanny Dodge, DR 3/silver1d81d4+20ft+2421
7th
+7
+5
+5
+2
Flowing Movement, Evasion1d81d4+20ft+2422
8th
+8
+6
+6
+2
Opportunistic Harrier, DR 4/silver1d101d6+20ft+3432
9th
+9
+6
+6
+3
Spring Attack1d101d6+30ft+3532
10th
+10
+7
+7
+3
Aspect of the Wolf (Ancient Wolf), Wolf form at will, DR 5/silver1d101d6+30ft+3532
11th
+11
+7
+7
+3
Skirmish 2d61d101d6+30ft+4532
12th
+12
+8
+8
+4
Leap at the Moon, DR 6/silver2d61d8+40ft+4632
13th
+13
+8
+8
+4
Crippling Bite2d61d8+40ft+4632
14th
+14
+9
+9
+4
DR 7/silver2d61d8+40ft+5633
15th
+15
+9
+9
+5
Hide in Plain Sight2d61d8+50ft+5733
16th
+16
+10
+10
+5
DR 8/silver2d81d10+50ft+5743
17th
+17
+10
+10
+5
Skirmish 3d62d81d10+50ft+6743
18th
+18
+11
+11
+6
DR 9/silver2d81d10+60ft+6843
19th
+19
+11
+11
+6
2d81d10+60ft+6843
20th
+20
+12
+12
+6
Aspect of the Wolf (Wolf Incarnate), DR 10/silver2d102d6+60ft+7843


Weapon and Armour proficiencies: Werewolves gain proficiency with their natural weapons only. They do not gain proficiency with any armour or shields.

Aspect of the Wolf (Su): At first level, a Werewolf learns to change their shape to that of a wolf as a move action. The number of times per day they can do this is limited, as shown on the table. While in wolf form, their size becomes Medium, and they gain a +2 racial bonus to Strength, +4 racial bonus to Dexterity and a +2 racial bonus to Constitution. They gain a bite attack and, at 6th level, two secondary claw attacks as shown on the table. They also gain natural armour and a racial bonus to speed.

At 10th level, a Werewolf becomes more in touch with the feral spirit inside them, and can become a wolf the like of which has not been seen since the last Ice Age. Their stat adjustments in wolf form change to +4 Strength, +6 Dexterity and +4 Constitution. Their natural weapons now count as magic for the purposes of overcoming Damage Reduction.

At 20th level, they unlock their inner beast fully, and can choose to become an incarnation of the very concept of "wolf". Whenever they take on wolf form, they can choose to become this avatar, in which case their size changes to Large, and the racial bonuses to their statistics become +8 Strength, +6 Dexterity, +6 Constitution. The Werewolf's damage dice also increase appropriately, and their natural weapons count as Epic for the purposes of overcoming Damage Reduction. They retain the ability to change into the earlier forms, however, and this is often recommended - a wolf the size of a horse is not inconspicuous and will cause widespread panic if seen. While in this form, a Werewolf gains the Frightful Presence extraodinary special ability. Any opponent within 30 feet who sees you charge, attack, or snarl must make a Will save (DC 10+1/2 Werewolf level+CHA modifier) or become shaken for 5d6 rounds. Failure by 5 or more results in the opponent becoming frightened instead. Failure by 10 or more results in the opponent becoming panicked. A natural 1 on the saving throw does not automatically result in panicked status; calculate the result normally to determine the degree of failure. This ability does not stack with itself. An opponent who saves against the Werewolf's Frightful Presence cannot be affected by the same Werewolf for 24 hours.

Few of the werewolf's class features are usable unless they are in wolf form - in human form, only Scent, Damage Reduction and the maneuvers and stances are retained, along with attack bonus and saves. There is no time limit on how long the werewolf can stay in wolf form, however it carries some serious drawbacks. In wolf form, speech is impossible, and paws are unsuitable for holding anything.

Items can be carried in the mouth or strapped to the back, but nothing can be wielded. Any items worn meld with the werewolf's form.Any magic items providing passive bonuses continue to provide them, but bonuses inherent to the equipment, such as the base armour bonus provided by a suit of armour, do not continue to take effect.

Any player claiming that they could hold a pen in their mouth to produce written communications will be handed a pen and paper and asked to demonstrate. If a legible message is produced, it will be deemed acceptable.

There is also the fact that you are a wolf, and thus are likely to cause panic in the streets. Any werewolf who wears the wolf shape in public is likely to find the authorities called to contain the dangerous animal.

Maneuvers: You begin your career with knowledge of two martial maneuvers. The disciplines available to you are Diamond Mind, Stone Dragon and Tiger Claw.
Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by werewolves is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
You learn additional maneuvers at higher levels, as shown on the table. You must meet a maneuver’s prerequisite to learn it.
Upon reaching 4th level, and at every even-numbered werewolf level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level
you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready both of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. Your maneuvers are automatically readied when you shift between wolf and human form. The maneuvers you choose remain readied until you shift again and change them. You need not sleep
or rest for any long period of time to ready your maneuvers; any time you change form, you can change your readied maneuvers.
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).
You can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with a trip attempt or using a standard action to do nothing else in the round (such as a quick pounce forward and back). You cannot initiate a maneuver or change your stance
while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.

Stances Known:
You begin play with knowledge of one 1st level stance from any discipline open to werewolves. At 7th and 14th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have
to ready them. All the stances you know are available to you at all
times, and you can change the stance you are currently using as
a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Improved Trip: A Werewolf gains Improved Trip as a bonus feat, even if he does not meet the prerequisites.

Scent (Ex): A first level Werewolf gains the Scent special ability.

Track (Ex): A Werewolf gains Track as a bonus feat.

Trackless Step (Ex): Starting at second level, a Werewolf leaves no trail and cannot be tracked except by scent. He may choose to leave a trail if he so desires.

Damage reduction (Ex): At 2nd level, a Werewolf gains Damage Reduction. Subtract 1 from the damage the Werewolf takes each time he is dealt damage from a weapon or a natural attack, unless it is made of silver. Every two levels after, this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Blind-Fight (Ex): At third level, the Werewolf is learning to process the smells he receives more accurately, and can now navigate by scent. He gains the benefits of Blind-Fight against any opponent with a scent. Incorporeal creatures, and most constructs, among others, do not have scents and so cannot be located in this manner.

Uncanny Dodge: See the Barbarian class feature

Vigilant Defender (Ex): Your quick reactions and superb agility make it very hard for enemies to slip past you. If an opponent attempts to use the Tumble skill to move through your threatened area or your space without provoking Attacks of Opportunity, the Tumble check DC to avoid your attacks of opportunity increases by your class level.

Skirmish (Ex): A Werewolf relies on mobility to deal extra damage. He deals an extra 1d6 points of damage on all attacks he makes during any round in which he moves at least 10 feet. The extra damage applies only to attacks taken during the Werewolf’s turn. This extra damage increases by 1d6 for every six levels gained (2d6 at 12th, and 3d6 at 18th level). The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures
immune to extra damage from critical hits are not vulnerable to this additional damage. The Werewolf must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.

Flawless Stride (Ex): Starting at 6th level, a Werewolf can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
This ability does not let him move more quickly through terrain that requires a Climb or Swim check to navigate, nor can he move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.

Flowing Movement (Ex): A Werewolf moves with incredible economy of movement. Starting at 7th level, any time they would take a 5-foot step, they may choose to take a 10-foot step instead. This functions identically to a 5-foot step except for the distance moved and that it provokes attacks of opportunity.

Evasion: At 7th level and higher, a Werewolf can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless Werewolf does not gain the benefit of evasion.

Opportunistic Harrier (Ex): A Werewolf is excellent at making small harrying attacks designed to keep an opponent's attention focused on them. Any opponent in the threatened area of a Werewolf of 8th level or higher is unable to make attacks of opportunity against any target other than that Werewolf. If two or more Werewolves threaten the target, they may not make attacks of opportunity at all.

Spring Attack (Ex): A 9th level Werewolf received Spring Attack as a bonus feat, even if they do not meet the prerequisites. If they already have Spring Attack, they may select any other feat for which they meet the prerequisites.

Leap at the Moon (Ex): A Werewolf's hind legs are phenomenally powerful, capable of propelling it great distances. At will, you may make a special Jump check. To use this ability, you must take a 20-foot run-up, unless you have another ability that removes the penalty from standing jumps. The DC of this jump check is equal to 1 for every 2 feet moved vertically or horizontally. Thus, a result of 10 on your Jump check would take you 20 feet vertically, or 20 feet horizontally.

Crippling Bite (Ex): A Werewolf may choose to take a -2 penalty to their bite attack to attempt to cripple their opponent. If the attack is sucessful, the opponent must make a Fortitude save (DC equal to the damage dealt) or have their base land speed halved for the next 24 hours, or until a DC 15 Heal check is made to treat the damage, whichever is sooner. This penalty does not stack with itself. Alternatively, he can choose to attack the wings of a creature that flies through natural means. In this case, if successful, the creature's manoeuvrability drops by two categories, to a minimum of Clumsy. If the save is failed by 10 or more points,it also loses the ability to fly for 1d4 rounds. If in mid-air, it spirals towards the ground as if affected by a Feather Fall spell.

Creatures immune to precision damage and creatures with no legs or more than four legs can’t be slowed down with a Crippling Bite. It takes two successful hamstring attacks to affect quadrupeds.

Hide in Plain Sight (Ex): A 15th level Werewolf is a patch of moving shadow. They may make a hide check without cover or concealment, even when being observed. In non-natural terrain, this check is made at a -10 penalty, but is still possible.



This is my first ever homebrew, so I'm sure there's masses that could be improved. It's for a campaign setting I have percolating in my mind - modern day setting, D&D level heroic fantasy - but WoD style secrecy. Only those actively involved in the supernatural community know that it exists. Thus a wolf wandering the streets, especially after 10th level when it's obvious that they're not a normal wolf, is not going to go down well, and police have guns :D
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Re: (Mythos) Werewolves (PEACH)

Postby Usar » Fri Nov 05, 2010 11:17 am

Hmm...

Can't say I'm a big fan of this in it's present incarnation. You have a bunch of class features as well as stuff from the ToB, which needs fine handling to keep balanced. You said this was for a modern high fantasy like setting so I'd consider changing the class to be less fully shifting into a wolf and back and more communing with a wolf spirit or unleashing your inner beast. A good role for this class could be a beefier monk with less AC, more HP, and stronger attacks instead of lots of them. Focus on positioning against your foes and supporting whomever is tanking for you.

In the end it'd look something like this:

Hit Die: d12

Skills remain the same.

Werewolf
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialClawSpeed bonusNatural Armour Bonus
1st
+1
+2
+2
+0
DR 1/-1d6+0ft+1
2nd
+2
+3
+3
+0
Trackless Step1d6+0ft+1
3rd
+3
+3
+3
+1
Uncanny Dodge1d6+10ft+1
4th
+4
+4
+4
+1
1d6+10ft+1
5th
+5
+4
+4
+1
DR 2/-1d6+10ft+2
6th
+6
+5
+5
+2
Rend 1d61d8+20ft+2
7th
+7
+5
+5
+2
Evasion1d8+20ft+2
8th
+8
+6
+6
+2
1d8+20ft+2
9th
+9
+6
+6
+3
Rend 2d61d8+30ft+3
10th
+10
+7
+7
+3
DR 3/-, Keen Claws1d8+30ft+3
11th
+11
+7
+7
+3
1d8+30ft+3
12th
+12
+8
+8
+4
Rend 3d61d10+40ft+3
13th
+13
+8
+8
+4
1d10+40ft+4
14th
+14
+9
+9
+4
Improved Evasion1d10+40ft+4
15th
+15
+9
+9
+5
Rend 4d6, DR 4/-1d10+50ft+4
16th
+16
+10
+10
+5
1d10+50ft+4
17th
+17
+10
+10
+5
2d6+50ft+5
18th
+18
+11
+11
+6
Rend 5d62d6+60ft+5
19th
+19
+11
+11
+6
2d6+60ft+5
20th
+20
+12
+12
+6
DR5/-2d6+60ft+5


Rend: If a werewolf hits with two or more claw attacks in the same round, he can make an attack roll at his highest attack bonus to rend the opponent, dealing 1d6 extra damage at 6th level, and increasing by 1d6 for every 3 levels after that. (9, 12, 15, 18)

Claws: As a free action, a werewolf can shift his fingernails into razor-sharp claws, which allow the use of claw attacks. At 10th level, these claws become keen, increasing their critical to 19-20/x2. This does not stack with any other similar effects.

I left most abilities blank so that you could fill them in with whatever you feel like.

A couple suggestions would be:

Senses: The werewolf is able to maintain subtle shifts to his natural senses, granting things like low-light vision(increasing to darkvision at some point), a bonus on listen or spot checks, etc.

Ability increases: The werewolf takes on more portions of the wolf, increasing the strength of his muscles, the durability of his frame, or the speed of his reflexes.

Attacks: Build on the rend with things like free cleaves after a rend, or the ability to pounce on another creature with a jump check after you kill with a rend, dealing rend damage to the target. Make it so the werewolf can chain his kills from one round to the next with a series of good rolls.

Tracking: You have this already, but give him bonuses to do tracking tasks depending on what senses he uses or has upgraded.

Mystical abilities: Everyone likes setting people on fire, so allow the werewolf to have a daily spell-like that summons silver moonflames onto someone. Maybe have him summon spiritual wolves to help or something.
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Re: (Mythos) Werewolves (PEACH)

Postby Heliomance » Fri Nov 05, 2010 11:26 am

The maneuvers were added in because playtesting suggested that the class was too weak. It's a very limited progression, far slower than any of the ToB printed classes.
I deliberately avoided mystical abilities; the idea is that the only supernatural ability they have is to turn into a wolf. Everything else is just learning how to use that better. The intended role is battefield control; with the dex boost and the inherent tripping they can shut down a lot of things.
I have a player currently playing one of these, so I can't make enormous changes to it, really. I think I'm fairly happy about the early levels, though if I could work out a way to make it work without the maneuvers it might be good. I am concerned about the lack of abilities after level 13, though. There's quite a few essentially dead levels that I'm not sure how to fill.
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Re: (Mythos) Werewolves (PEACH)

Postby Draco Dei » Sat Nov 06, 2010 12:48 am

There is an entire homebrew discipline specifically for shapeshifters on GitP... you should CONSIDER adding it. Feeling lazy or I would search up a link for you.
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Re: (Mythos) Werewolves (PEACH)

Postby Heliomance » Sat Nov 06, 2010 9:31 am

Ooh, now that sounds potentially useful. Do you remember what it's called?
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Re: (Mythos) Werewolves (PEACH)

Postby Draco Dei » Sat Nov 06, 2010 1:57 pm

I am feeling less lazy, so I looked it up via the Age of Warriors discipline spread sheet... unfortunately it is mixed in with several other disciplines in the WORST formating on GitP (IE one that is as bad or worse than the one used in the actual Tome of Battle).
http://www.giantitp.com/forums/showthread.php?t=48255
It is called Masked Moon.
Unfortunately the powers it grants are pretty broad (stuff for water-breath, probably winged flight at later levels, etc)... you might be able to get away with specifying a subset of it, or you could take the class in a different direction simply by allowing it unaltered.

P.S. Ignore the rules given for getting access to it.
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kamagra sklep

Postby joohnjxsgge » Mon Apr 09, 2012 6:24 pm

good Kharma keeps the wheel turning...
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