Rfkannen
2014-04-29, 12:13 PM
Weresharks
the Kujasi and Mokisa
Tales of were-sharks have haunted sea side settlements for generations. Bloodthirsty monsters from the deep who raid villages and merchant ships in service to their dark god, and they say that if you are ever bit by one, youl turn into a monster just as bad as them. Half shark and half men, many towns have talismans dedicating to warding off these monstrous creatures. Yet most still consider them to be little but myth, monsters meant to scare children.
Yet within every myth their is a seed of truth, and within these pages you will learn the deep history of these creatures, and in doing so learn to play them.
Would very much like criticism
The tribes
Human Form Physical Description:
Culture
While the myths of sailors tell of mindless monsters, Natural born weresharks have their own culturer and traditions. In truth they are a race divided among three sides, the tribal Kujasi, the solitary Mokisa, and their true monstrous cousins, the afflicted.
The Kujasi are the exact opposite of the monsters of legend, the children of the god Aquies they are a race hiding among humans or with their own tropical clans. Most Kujasi clans live on tropical islands, they live with around 11 members, resembling the pack of a normal shark, they spend most of their time in hybrid form, hunting or paying homage to their god. Unlike the True neutral nature of their god, most Kujasi civilizations or lawful neutral and have very strict rules and customs. Their are some Kujasi tribes that live hiding in human civilizations, these tribes are often a part of the military or navy as they enjoy the rigid structure these societies provide. Many island Kujasi see these clans as monstrosities as they often don't let their children assume shark form, and after a couple generations they can lose their ability to fully transform. As their god is chaotic and they are lawful, most Kujasi are not actually able to tap into the divine power of their god, because of this most of their clerics are actually druids or wizards..
The Mokisa are closer to bolth the image of their god, and the myths surrounding weresharks. weresharks spend a large portion of their time in shark form. They spend most of this time in the ocean hunting by themselves, only meeting other individuals on land for supplies or mating. However when a Mokisa and a human child is created, it is often left with the human, and therefor may have a human disposition. Those Mokisa that often spend time with people they are often adventures, moving from place to place. or pirates as their violent disposition lends them self to the pirating lifestyle. The Mokisa are much more violent and free willed then the Kujasi and they rarely preform any sort of ritual or religion. One of the most unique aspect of the Mokis are actually sharkweres instead of weresharks, as they can be born in the form of a shark, as two Mokisa may breed in shark form or a Mokisa may breed with a shark. When a Mokisa is shark-born they activate there transformation when they first eat vegetables, and since most sharks don't eat vegetables there are often Shark born Mokisa in the ocean, unaware of the fact they are weresharks.
Discriptions and species
A wereshark in it's humanoid form can be mistaken at first glance to be a human, however when examined closely there are some signs. Weresharks on average have vary powerful frames, with very strong legs, abs and neck but very narrow shoulders, in short shaped like a barrel. Another aspect is that the symbol of their god as a mark on their back, that of a gapeing maw. As a wereshark advances in lycanthropic level, their natural armor is shown by them loseing their body hair and their skin becoming smoother to the touch, at level 6 they feel almost like rubber. The most distinguishing feature of a wereshark are there eyes, as they experience heights in emotion their eyes change depending on their origin. The of a Kujasi will begin to look like pure black pools.. Those of Mokisa become deep sunken and blue with a sharp elongated pupil.
Varieties in shark form
Breeds are the varieties of shark that diffrent clans can become. Most tribes have their own name for their shark form but these are those given by the general non shark public. They are linked to heredity
Lesser Shark Form Physical Description
The lesser breed of wereshark largely resembles a tiger shark in when in shark form with a couple differences. Weresharks are on average 2.2 meters, slightly smaller than the 2.4 meters of the average tiger shark. While shorter they are much wider, and can weigh up to 136kg. The most visible detail about weresharkes is that there are 5 small nubs on each of their flippers.
Culture:
The base races
Lesser Mokisa/Kujasi race.
-2 dex, wis +2, cha -2
Medium: Weresharks are Medium creatures and receive no bonuses or penalties due to their size
Humanoid (Human)
Scent
Amphibious: Lesser Mokisa can breathe both air and water, although they are more at home on the surface.
Wereshark ancestry: When a lesser Mokisa has his first taste of meat, his dormant wereshark ancestry makes itself known. He is required to spend his next 3 level ups taking the wereshark template class.
At home in the water: A lesser Mokisa has a 8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. (This does not stack with the same bonus a creature gains when it has a swim speed.)
Natural swimmer: A lesser Mokisa always treats swim as a class skill.
Spell-Like Abilities: At will—communicate with animal(shark)
Normal Speed: weresharks have a base speed of 30 feet.
Languages: Weresharks begin speaking common and shark
Weresharks with high intelligence scores can choose from the following: giant, dwarvish, and elven.
Wereshark adult age: 18 years, simple +1d4, moderate 1d6, complex 2d6
Middle Age
50 years
Old
70 years
venerable
90 years
Maximum
+4d6
At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Favored Class: medium shark
La: +0
Lesser Sharkborn
Sharkborn
Str +2, Dex +2, Con +2, Wis +2, Cha -2
Type: Magical Beast (Aquatic)
Medium: As Medium creatures sharkborn have no special bonuses or penalties due to their size.
A sharkborn's base speed is swim 60 ft. (+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.)
Amphibious: Sharkborn can breathe both air and water, although they have no means to move out of water and thus generally avoid the land.
Wereshark ancestry: When a sharkborn has his first taste of vegetables, his dormant wereshark ancestry makes itself known. He is required to spend his next 3 level ups taking the sharkwere template class.
Natural swimmer: A sharkborn always treats swim as a class skill.
Blindsense (Ex): A sharkborn can locate creatures underwater within a 30-foot radius. This ability works only when the sharkborn is underwater.
Keen Scent (Ex): A sharkborn can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
Shark Empathy (Ex): A sharkborn can communicate and empathize with normal or dire sharks. This gives them a +4 racial bonus on checks when influencing the shark’s attitude and allows the communication of simple concepts and (if the shark is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.” (This does not stack with "lycanthrope empathy" as it is in fact a variation of that same ability.)
Racial Hit Dice: A sharkborn begins with three levels of animal, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +3, and Will +1.
Racial Skills: A sharkborn's animal levels give it skill points equal to 6 × (2 + Int modifier). Its class skills are Listen, Spot and Swim.
Racial Feats: A sharkborn's animal levels give it two feats. These two feats are "Alertness" and "Weapon Finesse".
Natural Weapons: Bite (1d6).
Spell like ability- at will, Communicate with animal( only with sharks)
Automatic Languages: None. Bonus Languages: Any (other than secret languages, such as Druidic). (Note: sharkborn might know and understand certain languages, they are however unable to speak it in their original form.)
Favored class: Medium shark.
Wereshark adult age: 18 years, simple +1d4, moderate 1d6, complex 2d6
Middle Age
50 years
Old
70 years
venerable
90 years
Maximum
+4d6
At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Favored Class: Lycanthrope(lesser wereshark)
La: +0
The racial class
When a being with the wereshark heritage trait first eats meat they must take this class which slowly gives them the basic abilities of a lycanthrope. Additionally any humanoid or giant that was effected by a pure breeds curse of lycanthropy must take the first 2 levels of this class, they may not take the third.
.
The Human Born Lycanthrope class
Level CR Special
1 +1 Wis +2, natural armor +2, alternate form (Unique Medium Shark), low-light vision, shapechanger subtype, wereshark feat (Blindsense, Alertness)
2 +1 Alternate form (hybrid), shark empathy, damage reduction 5/silver, wereshark feats (Weapon finesse, Iron will)
3 +2 Curse of lycanthropy, damage reduction (10/silver)
In medium shark and hybrid form form the wereshark gets a bite attack based on it's size
Size Bite
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Additionally In hybrid form the wereshark gets a claw atack based on it's size
Size Claw
Small 1d3
Medium 1d4
Large 1d6
Huge 2d4
Curse of Lycanthropy (Su): Any humanoid or giant hit by a natural Weresharks bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or become an afflicted, see tab on afflicted. If the victim’s size is not within one size category of the lycanthrope the victim cannot contract lycanthropy from that lycanthrope. Afflicted lycanthropes cannot pass on the curse of lycanthropy.
When a shark born wereshark first eats vegetables they must take all levels of this class
Level. Base Attack Bonus. Fort. Ref. Will. Special.
1st +0, +0 +0 +0 +2 Wis, natural armor +2, alternate form ( unique medium Kujasi/Mokisa/human), low-light vision, shapechanger subtype, wershark feat (blindsense)
2nd +0, +0 +0 +0 Alternate form (hybrid), damage reduction 5/silver, shark empathy, wereshark feats ( Weapon Finesse)
3rd +0, +0 +0 +0 Curse of lycanthropy, damage reduction 10/silver
The Human Born Lycanthrope class
Level CR Special
1 +1 Wis +2, natural armor +2, alternate form (Unique Hybrid ), low-light vision, shapechanger subtype, wereshark feat (Blindsense, Alertness)
2 +1 Alternate form (hybrid), shark empathy, damage reduction 5/silver, wereshark feats (Weapon finesse, Iron will)
3 +2 Curse of lycanthropy, damage reduction (10/silver)
While in hybrid form the following effects happen:
The wereshark can use tools and gets the humanoid type
A wereshark gains a claw attack based on it's size
Size Claw
Small 1d3
Medium 1d4
Large 1d6
Huge 2d4
A wereshark gets a land base speed of 30 ft.
Additionally In Human form a wereshark looses the following features if they only have them from their race
Racial Feats: A sharkborn's animal levels give it two feats. These two feats are "Alertness" and "Weapon Finesse".
Natural Weapons: Bite (1d6).
Blindsense (Ex): A sharkborn can locate creatures underwater within a 30-foot radius. This ability works only when the sharkborn is underwater.
Keen Scent (Ex): A sharkborn can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a natural Weresharks bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or become an afflicted, see tab on afflicted. If the victim’s size is not within one size category of the lycanthrope the victim cannot contract lycanthropy from that lycanthrope. Afflicted lycanthropes cannot pass on the curse of lycanthropy.
After they finish that class they may continue to advance as a lycanthrope and take one of the shark classes
This class is the most vanilla, fallows the lycanthrope template and while slightly under-powered should fit into most games.
All things gained in this class only effect the character while they are in hybrid or animal form.
The shark (lycanthrope) class
Saves
Class level Hit Dice BaB Fort Ref Will Skill Points Special
1 1d8 +0 +2 +2 +0 2 + Int mod Dex +2, Con +2, natural armor +1, shark abilities swim: 60 or base landspeed: 30
2 2d8 +1 +3 +3 +0 2 + Int mod Dex +2, blindsense, Natural armor +1
3 3d8 +2 +3 +3 +1 2 + Int mod Str +2, natural armor +1, keen scent, shark abilities: bite
In Medium shark form the character gains these traits
Aquatic
a 1d6+1 bite
swim 60
the inability to use armor and weapons not fit for a shark
In hybrid form the wereshark gets these traits
amphibious
a 1d6 bite
2 1d4 claws.
The Shark demigod Aquies
A powerfull shapeshifting demigod shark that is said to have created weresharks. Originally a good dread pirate who traveled the sea, his deep connection to the wild forces of the ocean eventually turned him into a shark. He represents the chaos of nature and adventure, Wereshark barbarians also believe that he gives them their ability to rage.
Aquies Domains
animal
hunger
luck
ocean
streangth domain
travel
war
water
Size/Type: Colossal Outsider(shapechanger)
Divine rank :10
Hit Dice: 48d8+1,102 (1,479 hp)
Initiative: +8 (Improved Initiative)
Speed: 60 ft., fly 300 ft. (clumsy) Swim 60
Armor Class: 80 (-8 size, +19 deflection, +59 natural)
Base Attack/Grapple: +58/+97
Attack: Bite +74 melee (4d8+23/19-20)
Full Attack: Bite +74 melee, ,, tail slap +69 melee (4d6+34)
Space/Reach: 30 ft./20 ft
Special Attacks: Crush 4d8+34 (DC 58), tail sweep 2d8+34 (DC 58), spells (caster level 26th), spell-like abilities, empower spell-like ability, maximize spell-like ability, shapeshift into any humanoid. Swallow whole.
Special Qualities: Immunities, SR 66, blindsight, Shark empathy, keen senses, deflecting force, Damage reduction 20/silver regeneration 10
Saves: Fort +50, Ref +31, Will +50
Abilities: Str 57, Dex 10, Con 49, Int 48, Wis 49, Cha 48
Skills: Balance +67, Bluff +80, Climb +84, Concentration +80, Diplomacy +92, Disable Device +80, Escape Artist +61, Gather Information +86, Heal +80, Intimidate +86, Jump +102, Knowledge (all) +80, Listen +80, Move Silently +61, Open Lock +61, Perform (any two) +80, Search +80, Sense Motive +80, Spellcraft +86, Spot +80, Survival +80, Tumble +67, Use Magic Device +80
Feats: Blinding Speed (×2), Cleave, Flyby Attack, Great Cleave, Improved Critical (bite), Improved Initiative, Improved Sunder, Improved Spell Capacity (9th), Improved Spell Capacity (9th), Power Attack, Quicken Spell-Like Ability (rainbow pattern), Snatch, Spell Knowledge (×4), Weapon Focus (bite), , Weapon Focus (tail slap), blindsense, iron will,
Environment: Any water
Organization: Solitary
Challenge Rating: 49
Treasure: Double standard
Alignment: Chaotic neutral
Advancement: 59-62 HD (Colossal)
(Would realy like help with this guy)
The purpose of this is to have the same effect as putting the lycanthrope shark template on a character. Would appreciate criticism, especially on the saves I have no idea what to do with those.
ps. Hey so I was looking at the savage progression articles and reading savage species when I noticed neither had were-sharks, so I decided to take it upon my self to make a were shark racial class based on the medium shark in the mm1.
Reminder to make the landshark mount and chosen of aquis prc.
Wereshark related beasts.
The land-shark
Land-sharks are a race of shark that were magically manipulated by Aquies to serve as mounts for his chosen. A land-shark appears to be a large shark, except in addition to its tail it has legs like a panther covered in rubbery skin, with webbed feet. Land-sharks can speak and understand Shark, however they will usually not listen to commands if not raised from an egg, or given by a divinity.
Shark, Land
Large Magical Animal (Aquatic)
Amphibious: An amphibious creature can breathe air and water equally well.
7d8+7 (38 hp)
+6
Swim 60 ft. (12 squares)
15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
+5/+12
Bite +7 melee (1d8+4)
Bite +7 melee (1d8+4), 2 claws +6 melee (1d6+4)
10 ft./5 ft.
—
Blindsense, keen scent
Fort +8, Ref +7, Will +3
Str 17, Dex 13, Con 13, Int 1, Wis 12, Cha 2
Listen +8, Spot +7, Swim +11
Alertness, Great Fortitude, Improved Initiative
Domestic, Cold marsh
Domesticated
2
8-9 HD (Large)
-
A Land-shark can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Carrying Capacity
A light load for a Land-Shark is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A Land-shark can drag 4,500 pounds.
The land shark
When Aquies first walked on land after his godhood he saw the bulette, and thought it was bad. He instead made a beast worthy of the title of landshark.
Size/Type: LargeMagical Beast
Hit Dice: 9d10+45 (94 hp)
Initiative: +2
Speed: 40 ft. (8 squares),
Armor Class: 22 (–2 size, +2 Dex, +12 natural), touch 10, flat-footed 20
Base Attack/Grapple: +9/+25
Attack: Bite +16 melee (2d8+8)
Full Attack: Bite +16 melee (2d8+8)
Space/Reach: 15 ft./10 ft.
Special Attacks: Leap
Special Qualities: Darkvision 60 ft., low-light vision, Blindsense, telepathy 2 feet.
Saves: Fort +11, Ref +8, Will +6
Abilities: Str 27, Dex 15, Con 20, Int 30, Wis 13, Cha 30
Skills: Jump +18, Listen +9, Spot +3
Feats: Alertness, Iron Will, Track, Weapon Focus (bite)
Environment: urban civilization
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 10–16 HD (Huge); 17–27 HD (Gargantuan)
Level Adjustment: —
Known as the land shark or the chosen of Aquies this creature stands outside peoples door pretending to be things such as the milkman and wandering priests.
Here would be some in game lore for a potential wereshark race.
the Kujasi and Mokisa
Tales of were-sharks have haunted sea side settlements for generations. Bloodthirsty monsters from the deep who raid villages and merchant ships in service to their dark god, and they say that if you are ever bit by one, youl turn into a monster just as bad as them. Half shark and half men, many towns have talismans dedicating to warding off these monstrous creatures. Yet most still consider them to be little but myth, monsters meant to scare children.
Yet within every myth their is a seed of truth, and within these pages you will learn the deep history of these creatures, and in doing so learn to play them.
Would very much like criticism
The tribes
Human Form Physical Description:
Culture
While the myths of sailors tell of mindless monsters, Natural born weresharks have their own culturer and traditions. In truth they are a race divided among three sides, the tribal Kujasi, the solitary Mokisa, and their true monstrous cousins, the afflicted.
The Kujasi are the exact opposite of the monsters of legend, the children of the god Aquies they are a race hiding among humans or with their own tropical clans. Most Kujasi clans live on tropical islands, they live with around 11 members, resembling the pack of a normal shark, they spend most of their time in hybrid form, hunting or paying homage to their god. Unlike the True neutral nature of their god, most Kujasi civilizations or lawful neutral and have very strict rules and customs. Their are some Kujasi tribes that live hiding in human civilizations, these tribes are often a part of the military or navy as they enjoy the rigid structure these societies provide. Many island Kujasi see these clans as monstrosities as they often don't let their children assume shark form, and after a couple generations they can lose their ability to fully transform. As their god is chaotic and they are lawful, most Kujasi are not actually able to tap into the divine power of their god, because of this most of their clerics are actually druids or wizards..
The Mokisa are closer to bolth the image of their god, and the myths surrounding weresharks. weresharks spend a large portion of their time in shark form. They spend most of this time in the ocean hunting by themselves, only meeting other individuals on land for supplies or mating. However when a Mokisa and a human child is created, it is often left with the human, and therefor may have a human disposition. Those Mokisa that often spend time with people they are often adventures, moving from place to place. or pirates as their violent disposition lends them self to the pirating lifestyle. The Mokisa are much more violent and free willed then the Kujasi and they rarely preform any sort of ritual or religion. One of the most unique aspect of the Mokis are actually sharkweres instead of weresharks, as they can be born in the form of a shark, as two Mokisa may breed in shark form or a Mokisa may breed with a shark. When a Mokisa is shark-born they activate there transformation when they first eat vegetables, and since most sharks don't eat vegetables there are often Shark born Mokisa in the ocean, unaware of the fact they are weresharks.
Discriptions and species
A wereshark in it's humanoid form can be mistaken at first glance to be a human, however when examined closely there are some signs. Weresharks on average have vary powerful frames, with very strong legs, abs and neck but very narrow shoulders, in short shaped like a barrel. Another aspect is that the symbol of their god as a mark on their back, that of a gapeing maw. As a wereshark advances in lycanthropic level, their natural armor is shown by them loseing their body hair and their skin becoming smoother to the touch, at level 6 they feel almost like rubber. The most distinguishing feature of a wereshark are there eyes, as they experience heights in emotion their eyes change depending on their origin. The of a Kujasi will begin to look like pure black pools.. Those of Mokisa become deep sunken and blue with a sharp elongated pupil.
Varieties in shark form
Breeds are the varieties of shark that diffrent clans can become. Most tribes have their own name for their shark form but these are those given by the general non shark public. They are linked to heredity
Lesser Shark Form Physical Description
The lesser breed of wereshark largely resembles a tiger shark in when in shark form with a couple differences. Weresharks are on average 2.2 meters, slightly smaller than the 2.4 meters of the average tiger shark. While shorter they are much wider, and can weigh up to 136kg. The most visible detail about weresharkes is that there are 5 small nubs on each of their flippers.
Culture:
The base races
Lesser Mokisa/Kujasi race.
-2 dex, wis +2, cha -2
Medium: Weresharks are Medium creatures and receive no bonuses or penalties due to their size
Humanoid (Human)
Scent
Amphibious: Lesser Mokisa can breathe both air and water, although they are more at home on the surface.
Wereshark ancestry: When a lesser Mokisa has his first taste of meat, his dormant wereshark ancestry makes itself known. He is required to spend his next 3 level ups taking the wereshark template class.
At home in the water: A lesser Mokisa has a 8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. (This does not stack with the same bonus a creature gains when it has a swim speed.)
Natural swimmer: A lesser Mokisa always treats swim as a class skill.
Spell-Like Abilities: At will—communicate with animal(shark)
Normal Speed: weresharks have a base speed of 30 feet.
Languages: Weresharks begin speaking common and shark
Weresharks with high intelligence scores can choose from the following: giant, dwarvish, and elven.
Wereshark adult age: 18 years, simple +1d4, moderate 1d6, complex 2d6
Middle Age
50 years
Old
70 years
venerable
90 years
Maximum
+4d6
At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Favored Class: medium shark
La: +0
Lesser Sharkborn
Sharkborn
Str +2, Dex +2, Con +2, Wis +2, Cha -2
Type: Magical Beast (Aquatic)
Medium: As Medium creatures sharkborn have no special bonuses or penalties due to their size.
A sharkborn's base speed is swim 60 ft. (+8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.)
Amphibious: Sharkborn can breathe both air and water, although they have no means to move out of water and thus generally avoid the land.
Wereshark ancestry: When a sharkborn has his first taste of vegetables, his dormant wereshark ancestry makes itself known. He is required to spend his next 3 level ups taking the sharkwere template class.
Natural swimmer: A sharkborn always treats swim as a class skill.
Blindsense (Ex): A sharkborn can locate creatures underwater within a 30-foot radius. This ability works only when the sharkborn is underwater.
Keen Scent (Ex): A sharkborn can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
Shark Empathy (Ex): A sharkborn can communicate and empathize with normal or dire sharks. This gives them a +4 racial bonus on checks when influencing the shark’s attitude and allows the communication of simple concepts and (if the shark is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.” (This does not stack with "lycanthrope empathy" as it is in fact a variation of that same ability.)
Racial Hit Dice: A sharkborn begins with three levels of animal, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +3, and Will +1.
Racial Skills: A sharkborn's animal levels give it skill points equal to 6 × (2 + Int modifier). Its class skills are Listen, Spot and Swim.
Racial Feats: A sharkborn's animal levels give it two feats. These two feats are "Alertness" and "Weapon Finesse".
Natural Weapons: Bite (1d6).
Spell like ability- at will, Communicate with animal( only with sharks)
Automatic Languages: None. Bonus Languages: Any (other than secret languages, such as Druidic). (Note: sharkborn might know and understand certain languages, they are however unable to speak it in their original form.)
Favored class: Medium shark.
Wereshark adult age: 18 years, simple +1d4, moderate 1d6, complex 2d6
Middle Age
50 years
Old
70 years
venerable
90 years
Maximum
+4d6
At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Favored Class: Lycanthrope(lesser wereshark)
La: +0
The racial class
When a being with the wereshark heritage trait first eats meat they must take this class which slowly gives them the basic abilities of a lycanthrope. Additionally any humanoid or giant that was effected by a pure breeds curse of lycanthropy must take the first 2 levels of this class, they may not take the third.
.
The Human Born Lycanthrope class
Level CR Special
1 +1 Wis +2, natural armor +2, alternate form (Unique Medium Shark), low-light vision, shapechanger subtype, wereshark feat (Blindsense, Alertness)
2 +1 Alternate form (hybrid), shark empathy, damage reduction 5/silver, wereshark feats (Weapon finesse, Iron will)
3 +2 Curse of lycanthropy, damage reduction (10/silver)
In medium shark and hybrid form form the wereshark gets a bite attack based on it's size
Size Bite
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Additionally In hybrid form the wereshark gets a claw atack based on it's size
Size Claw
Small 1d3
Medium 1d4
Large 1d6
Huge 2d4
Curse of Lycanthropy (Su): Any humanoid or giant hit by a natural Weresharks bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or become an afflicted, see tab on afflicted. If the victim’s size is not within one size category of the lycanthrope the victim cannot contract lycanthropy from that lycanthrope. Afflicted lycanthropes cannot pass on the curse of lycanthropy.
When a shark born wereshark first eats vegetables they must take all levels of this class
Level. Base Attack Bonus. Fort. Ref. Will. Special.
1st +0, +0 +0 +0 +2 Wis, natural armor +2, alternate form ( unique medium Kujasi/Mokisa/human), low-light vision, shapechanger subtype, wershark feat (blindsense)
2nd +0, +0 +0 +0 Alternate form (hybrid), damage reduction 5/silver, shark empathy, wereshark feats ( Weapon Finesse)
3rd +0, +0 +0 +0 Curse of lycanthropy, damage reduction 10/silver
The Human Born Lycanthrope class
Level CR Special
1 +1 Wis +2, natural armor +2, alternate form (Unique Hybrid ), low-light vision, shapechanger subtype, wereshark feat (Blindsense, Alertness)
2 +1 Alternate form (hybrid), shark empathy, damage reduction 5/silver, wereshark feats (Weapon finesse, Iron will)
3 +2 Curse of lycanthropy, damage reduction (10/silver)
While in hybrid form the following effects happen:
The wereshark can use tools and gets the humanoid type
A wereshark gains a claw attack based on it's size
Size Claw
Small 1d3
Medium 1d4
Large 1d6
Huge 2d4
A wereshark gets a land base speed of 30 ft.
Additionally In Human form a wereshark looses the following features if they only have them from their race
Racial Feats: A sharkborn's animal levels give it two feats. These two feats are "Alertness" and "Weapon Finesse".
Natural Weapons: Bite (1d6).
Blindsense (Ex): A sharkborn can locate creatures underwater within a 30-foot radius. This ability works only when the sharkborn is underwater.
Keen Scent (Ex): A sharkborn can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a natural Weresharks bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or become an afflicted, see tab on afflicted. If the victim’s size is not within one size category of the lycanthrope the victim cannot contract lycanthropy from that lycanthrope. Afflicted lycanthropes cannot pass on the curse of lycanthropy.
After they finish that class they may continue to advance as a lycanthrope and take one of the shark classes
This class is the most vanilla, fallows the lycanthrope template and while slightly under-powered should fit into most games.
All things gained in this class only effect the character while they are in hybrid or animal form.
The shark (lycanthrope) class
Saves
Class level Hit Dice BaB Fort Ref Will Skill Points Special
1 1d8 +0 +2 +2 +0 2 + Int mod Dex +2, Con +2, natural armor +1, shark abilities swim: 60 or base landspeed: 30
2 2d8 +1 +3 +3 +0 2 + Int mod Dex +2, blindsense, Natural armor +1
3 3d8 +2 +3 +3 +1 2 + Int mod Str +2, natural armor +1, keen scent, shark abilities: bite
In Medium shark form the character gains these traits
Aquatic
a 1d6+1 bite
swim 60
the inability to use armor and weapons not fit for a shark
In hybrid form the wereshark gets these traits
amphibious
a 1d6 bite
2 1d4 claws.
The Shark demigod Aquies
A powerfull shapeshifting demigod shark that is said to have created weresharks. Originally a good dread pirate who traveled the sea, his deep connection to the wild forces of the ocean eventually turned him into a shark. He represents the chaos of nature and adventure, Wereshark barbarians also believe that he gives them their ability to rage.
Aquies Domains
animal
hunger
luck
ocean
streangth domain
travel
war
water
Size/Type: Colossal Outsider(shapechanger)
Divine rank :10
Hit Dice: 48d8+1,102 (1,479 hp)
Initiative: +8 (Improved Initiative)
Speed: 60 ft., fly 300 ft. (clumsy) Swim 60
Armor Class: 80 (-8 size, +19 deflection, +59 natural)
Base Attack/Grapple: +58/+97
Attack: Bite +74 melee (4d8+23/19-20)
Full Attack: Bite +74 melee, ,, tail slap +69 melee (4d6+34)
Space/Reach: 30 ft./20 ft
Special Attacks: Crush 4d8+34 (DC 58), tail sweep 2d8+34 (DC 58), spells (caster level 26th), spell-like abilities, empower spell-like ability, maximize spell-like ability, shapeshift into any humanoid. Swallow whole.
Special Qualities: Immunities, SR 66, blindsight, Shark empathy, keen senses, deflecting force, Damage reduction 20/silver regeneration 10
Saves: Fort +50, Ref +31, Will +50
Abilities: Str 57, Dex 10, Con 49, Int 48, Wis 49, Cha 48
Skills: Balance +67, Bluff +80, Climb +84, Concentration +80, Diplomacy +92, Disable Device +80, Escape Artist +61, Gather Information +86, Heal +80, Intimidate +86, Jump +102, Knowledge (all) +80, Listen +80, Move Silently +61, Open Lock +61, Perform (any two) +80, Search +80, Sense Motive +80, Spellcraft +86, Spot +80, Survival +80, Tumble +67, Use Magic Device +80
Feats: Blinding Speed (×2), Cleave, Flyby Attack, Great Cleave, Improved Critical (bite), Improved Initiative, Improved Sunder, Improved Spell Capacity (9th), Improved Spell Capacity (9th), Power Attack, Quicken Spell-Like Ability (rainbow pattern), Snatch, Spell Knowledge (×4), Weapon Focus (bite), , Weapon Focus (tail slap), blindsense, iron will,
Environment: Any water
Organization: Solitary
Challenge Rating: 49
Treasure: Double standard
Alignment: Chaotic neutral
Advancement: 59-62 HD (Colossal)
(Would realy like help with this guy)
The purpose of this is to have the same effect as putting the lycanthrope shark template on a character. Would appreciate criticism, especially on the saves I have no idea what to do with those.
ps. Hey so I was looking at the savage progression articles and reading savage species when I noticed neither had were-sharks, so I decided to take it upon my self to make a were shark racial class based on the medium shark in the mm1.
Reminder to make the landshark mount and chosen of aquis prc.
Wereshark related beasts.
The land-shark
Land-sharks are a race of shark that were magically manipulated by Aquies to serve as mounts for his chosen. A land-shark appears to be a large shark, except in addition to its tail it has legs like a panther covered in rubbery skin, with webbed feet. Land-sharks can speak and understand Shark, however they will usually not listen to commands if not raised from an egg, or given by a divinity.
Shark, Land
Large Magical Animal (Aquatic)
Amphibious: An amphibious creature can breathe air and water equally well.
7d8+7 (38 hp)
+6
Swim 60 ft. (12 squares)
15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
+5/+12
Bite +7 melee (1d8+4)
Bite +7 melee (1d8+4), 2 claws +6 melee (1d6+4)
10 ft./5 ft.
—
Blindsense, keen scent
Fort +8, Ref +7, Will +3
Str 17, Dex 13, Con 13, Int 1, Wis 12, Cha 2
Listen +8, Spot +7, Swim +11
Alertness, Great Fortitude, Improved Initiative
Domestic, Cold marsh
Domesticated
2
8-9 HD (Large)
-
A Land-shark can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Carrying Capacity
A light load for a Land-Shark is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A Land-shark can drag 4,500 pounds.
The land shark
When Aquies first walked on land after his godhood he saw the bulette, and thought it was bad. He instead made a beast worthy of the title of landshark.
Size/Type: LargeMagical Beast
Hit Dice: 9d10+45 (94 hp)
Initiative: +2
Speed: 40 ft. (8 squares),
Armor Class: 22 (–2 size, +2 Dex, +12 natural), touch 10, flat-footed 20
Base Attack/Grapple: +9/+25
Attack: Bite +16 melee (2d8+8)
Full Attack: Bite +16 melee (2d8+8)
Space/Reach: 15 ft./10 ft.
Special Attacks: Leap
Special Qualities: Darkvision 60 ft., low-light vision, Blindsense, telepathy 2 feet.
Saves: Fort +11, Ref +8, Will +6
Abilities: Str 27, Dex 15, Con 20, Int 30, Wis 13, Cha 30
Skills: Jump +18, Listen +9, Spot +3
Feats: Alertness, Iron Will, Track, Weapon Focus (bite)
Environment: urban civilization
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 10–16 HD (Huge); 17–27 HD (Gargantuan)
Level Adjustment: —
Known as the land shark or the chosen of Aquies this creature stands outside peoples door pretending to be things such as the milkman and wandering priests.
Here would be some in game lore for a potential wereshark race.