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Stygian Emperor
2016-06-13, 05:50 AM
I just joined this forum to get feedback on these classes I made, so there's a good chance I could be screwing up on some formatting rules I'm unaware of or unwittingly introducing something redundant.

Anyway, I felt like the Pathfinder rules for lycanthropy were too flat; it makes a level 1 character too powerful, but it would mean less and less at higher levels. I want to give players the option of making a character who was a were-creature from birth, and who continues to refine their bestial abilities throughout their career.


Lycanthrope (Barbarian/Ranger Hybrid)


Lycanthropy is a curse that is said to have originated from a wrathful god as punishment. A few, however, point to more benevolent nature gods; immortals that may have bestowed it not as a curse, but as a gift upon their faithful. Lycanthropes tend to congregate in packs in the northern tundra, isolated from the rest of civilization, but occasionally one or more may live among their own race unbeknownst. In battle there are none more savage, and on the hunt there are none more tenacious; though werewolves must always be cautious they are not the ones being hunted, as there are few societies that tolerate them.


Hit Dice: d12
Weapons: Simple, Martial
Armor: L, M, S
Class Skills: Acrobatics, Climb, Craft, Handle Animal, Intimidate, Knowledge (geography), Knowledge (nature), Perception, Stealth, Survival, and Swim.
Skills Per Level: 4
Attack Progression: High
Save Progression: High Fort, High Ref, Low Will
Restrictions: Must have contracted Lycanthropy


Progression:
1st: Werewolf Form, Track, Dominance
2nd: Combat Style Feat, Uncanny Dodge
3rd: Beast Senses 1, Endurance, 1st Favored Terrain
4th: Pack Attack
5th: Improved Uncanny Dodge, Shifter's Blood 1
---
6th: Combat Style Feat, Beast Senses 2, Iterative Claw Attack 1
7th: Icewalking
8th: Swift Tracker, 2nd Favored Terrain
9th: Evasion, Beast Senses 3
10th: Combat Style Feat
---
11th: Greater Werewolf Form, Iterative Claw Attack 2
12th: Camouflage, Beast Senses 4
13th: 3rd Favored Terrain
14th: Combat Style Feat
15th: Shifter's Blood 2, Beast Senses 5
16th: Improved Evasion, Iterative Claw Attack 3
17th: Hide in Plain Sight
18th: Combat Style Feat, Beast Senses 6, 4th Favored Terrain
19th: Curse of Lycanthropy
20th: Lycanthropic Synthesis


Features:
Class Skills: The lycanthrope's class skills are Acrobatics, Climb, Craft, Handle Animal, Intimidate, Knowledge (geography), Knowledge (nature), Perception, Stealth, Survival, and Swim.


Weapon and Armor Proficiency - Lycanthropes are proficient with all simple and martial weapons and with light and medium armor, and shields (except tower shields).


Werewolf Form (Su) - At 1st level, a lycanthrope gains the ability to shift into a terrifying bipedal wolf. He can take a full-round action to shift into werewolf form, adding a +4 racial bonus to his Strength and Dexterity, as well as low-light vision, the Scent special ability, and a +5 racial bonus on Fortitude saving throws against exposure to cold weather. In addition, his base speed increases by 10 feet, and he gains two 1d4 claw attacks (1d3 if the character is small) and one 1d6 bite attack (1d4 if small). Finally, he gains fast healing 1. This ability cannot repair damage from silver weapons.


However, he loses the effects of all equipment during this time, save for any passive enchantments he may gain from worn magic items (excluding shields). There is no limit to the duration the lycanthrope can remain shifted, but during this time he cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Handle Animal, and Intimidate) or any ability that requires patience or concentration, and takes a -4 penalty to all attacks made with weapons (other than his natural weapons).


A lycanthrope can shift both into and out of werewolf form once per day, but the strain on his body imposes fatigue. After he shifts back into his original form, he is exhausted for one hour, after which he will require 8 hours of rest before he can shift again. He cannot shift into either form while fatigued or exhausted.


A lycanthrope who is rendered unconscious remains in whatever form he was in, but does not gain an "extra" shift back the next day should he get 8 hours of rest in werewolf form; exhaustion sets in as normal when he returns to his original form.


During the night of a full moon, the lycanthrope's normal level of fatigue from shifting is reduced (exhausted becomes ten minutes of fatigued, fatigued becomes no condition), and he is allowed to shift one additional time that night, with the standard exhaustion period. While shifted, he also gains a +2 morale bonus to Will saves while the full moon is visible, but a -4 morale penalty to Will saves if he remains in his original form.


Werewolf form counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects, except for those that extend the duration of rage.


Dominance (Ex) - A lycanthrope adds his Intimidate bonus to all Handle Animal checks. Additionally, he can use Diplomacy while shifted to alter the attitudes of any canid animals, and while doing so gains a +4 racial bonus on the check.


Track (Ex) - A lycanthrope adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Combat Style Feats (Ex) - At 2nd level, a lycanthrope chooses a bonus feat from the ranger's Natural Weapon Combat Style, even if he would not normally meet the prerequisites. He chooses an additional feat from this list at 6th, 10th, 14th, and 18th level.


Uncanny Dodge (Ex) - At 2nd level, a lycanthrope gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if immobilized. A lycanthrope with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.


If a lycanthrope already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.


Beast Senses (Su) - At 3rd level, the lycanthrope's senses grow keener, granting him a +1 to all Perception checks. This bonus increases by +1 for every three levels beyond 3rd, to a maximum of +6 at level 18.


Additionally, at 9th level, a lycanthrope gains low-light vision even while he is not in werewolf form. At 18th level, a lycanthrope also gains the Scent special ability regardless of whether he is in werewolf form.

Endurance (Ex) - A lycanthrope gains Endurance as a bonus feat at 3rd level.

Favored Terrain (Ex) - At 3rd level, a lycanthrope may select a type of terrain from the ranger favored terrains table. The lycanthrope gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A lycanthrope traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).


At 8th level and every five levels thereafter, the lycanthrope may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.


If a specific terrain falls into more than one category of favored terrain, the lycanthrope's bonuses do not stack; he simply uses whichever bonus is higher.

Pack Attack (Ex) - A lycanthrope gains Pack Attack as a bonus feat at 4th level. All of the lycanthrope’s allies are treated as if they possessed Pack Attack for the purpose of determining whether the lycanthrope receives its bonus. His allies do not receive any bonuses from Pack Attack unless they actually possess the feat themselves. The allies’ positioning and actions must still meet the prerequisites listed in Pack Attack for the lycanthrope to receive the listed bonus.


Improved Uncanny Dodge (Ex) - At 5th level, a lycanthrope can no longer be flanked. This defense denies enemies the ability to sneak attack the lycanthrope by flanking him, unless the attacker has at least 4 more levels in a class that provides sneak attack than the lycanthrope has lycanthrope levels.


If the lycanthrope also has uncanny dodge from another class, levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the lycanthrope.


Shifter's Blood (Su) - At 5th level, a lycanthrope gains fast healing 1 regardless of whether he is shifted. This ability cannot repair damage from silver weapons. At 15th level, it increases to fast healing 2. This stacks with all fast healing provided by Werewolf Form.


Iterative Claw Attack (Su) - At 6th level, a lycanthrope gains an additional claw attack at his base attack bonus -5. At 11th level, he gains another at -10, and a third at level 16th at -15. These do not stack with iterative attacks from wielded weapons, and they cannot benefit from the Multiattack feat.


Icewalking (Ex) - At 7th level, a lycanthrope suffers no penalty to speed or on Acrobatics, Climb, or Stealth checks in snowy or icy terrain or weather conditions and can walk across snow crusts or thin ice without breaking through.

Swift Tracker (Ex) - Beginning at 8th level, a lycanthrope can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.


Evasion (Ex) - When he reaches 9th level, a lycanthrope 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. Evasion can be used only if the lycanthrope is wearing light armor, medium armor, or no armor. A helpless lycanthrope does not gain the benefit of evasion.

Greater Werewolf Form (Su) - At 11th level, when a lycanthrope enters werewolf form, the racial bonus to his Strength and Dexterity increases to +6, his fast healing increases to 2, and his base speed increases by a further 10 feet.


Additionally, he gains an additional shift per day, and shifting between forms becomes a standard action. The lycanthrope suffers only 10 minutes of fatigue once he shifts back to his original form the first time that day, but suffers the full hour of exhaustion as normal the second time.

Camouflage (Ex) - A lycanthrope of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment.


Improved Evasion (Ex) - At 16th level, a lycanthrope's evasion improves. This ability works like evasion, except that while the lycanthrope still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless lycanthrope does not gain the benefit of improved evasion.


Hide in Plain Sight (Ex) - While in any of his favored terrains, a lycanthrope of 17th level or higher can use the Stealth skill even while being observed.


Curse of Lycanthropy (Su) - At 19th level, a lycanthrope can pass on his curse (or gift) to others. His bite attack in werewolf form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim’s size is not within one size category of the lycanthrope’s size, this ability has no effect.


Additionally, he becomes immune to disease (including magical diseases), and his natural attacks are treated as both magic and silver for the purposes of overcoming damage reduction. If he already has the Eldritch Claws feat, the lycanthrope may choose a different feat from the Natural Weapon Combat Style.


Lycanthropic Synthesis (Su) - At 20th level, when a lycanthrope enters werewolf form, the racial bonus to his Strength and Dexterity increases to +8, and his fast healing (including that from Shifter's Blood) changes to regeneration 5 (silver).


Furthermore, he is no longer fatigued after shifting back to his original form, and can shift back and forth as a move action an unlimited number of times per day.

Archetypes:
Arktanthrope (Lycanthrope Archetype)


Arktanthropes, or werebears, are a lesser-known cousin to lycanthropes, in terms of curses. While werewolves tend to congregate in packs, arktanthropes usually lead solitary existences in the deep woods or well within the arctic circle, where they spend their time in equal parts hunting and hibernating, and rarely come into contact with other intelligent races. Though their agility leaves something to be desired, there are few things as strong or as difficult to kill as a werebear.


Hit Dice: d12
Weapons: Simple, Martial
Armor: L, M, S
Class Skills: Acrobatics, Climb, Craft, Handle Animal, Intimidate, Knowledge (geography), Knowledge (nature), Perception, Stealth, Survival, and Swim.
Skills Per Level: 4
Attack Progression: High
Save Progression: High Fort, High Ref, Low Will
Restrictions: Must have contracted Arktanthropy


Progression:
1st: Werebear Form, Track, Dominance
2nd: Combat Style Feat, Uncanny Dodge
3rd: Beast Senses 1, Endurance, 1st Favored Terrain
4th: Improved Grapple
5th: Improved Uncanny Dodge, Shifter's Blood 1
---
6th: Combat Style Feat, Beast Senses 2, Mighty Claws 1
7th: Woodland Stride
8th: Swift Tracker, 2nd Favored Terrain
9th: Damage Reduction 2/silver, Beast Senses 3
10th: Combat Style Feat
---
11th: Greater Werebear Form, Mighty Claws 2
12th: Camouflage, Beast Senses 4
13th: 3rd Favored Terrain
14th: Combat Style Feat
15th: Shifter's Blood 2, Beast Senses 5
16th: Damage Reduction 4/silver, Mighty Claws 3
17th: Grizzly
18th: Combat Style Feat, Beast Senses 6, 4th Favored Terrain
19th: Curse of Arktanthropy
20th: Arktanthropic Synthesis


Features:
Werebear Form (Su) - At 1st level, an arktanthrope gains the ability to shift into a terrifying bipedal bear. He can take a full-round action to shift into werebear form, adding a +4 racial bonus to his Strength and Constitution, as well as low-light vision, the Scent special ability, and a +5 racial bonus on Fortitude saving throws against exposure to cold weather. In addition, an arktanthrope's land speed increases by +5 feet, he gains a swim speed and climb speed equal to half his land speed, and he gains two 1d4 claw attacks (1d3 if the character is small) and one 1d6 bite attack (1d4 if small). Finally, he gains fast healing 1. This ability cannot repair damage from silver weapons. The increase to Constitution grants the arktanthrope 2 temporary hit points per Hit Dice which are lost first when the character takes damage, but disappear when he shifts back into his original form.


However, he loses the effects of all equipment during this time, save for any passive enchantments he may gain from worn magic items (excluding shields). There is no limit to the duration the arktanthrope can remain shifted, but during this time he cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Handle Animal, and Intimidate) or any ability that requires patience or concentration, and takes a -4 penalty to all attacks made with weapons (other than his natural weapons).


An arktanthrope can shift both into and out of werebear form once per day, but the strain on his body imposes fatigue. After he shifts back into his original form, he is exhausted for one hour, after which he will require 8 hours of rest before he can shift again. He cannot shift into either form while fatigued or exhausted.


An arktanthrope who is rendered unconscious remains in whatever form he was in, but does not gain an "extra" shift back the next day should he get 8 hours of rest in werebear form; fatigue sets in as normal the first time he returns to his original form.


Werebear form counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects, except for those that extend the duration of rage.


This alters Werewolf Form.


Dominance (Ex) - An arktanthrope adds his Intimidate bonus to all Handle Animal checks. Additionally, he can use Diplomacy while shifted to alter the attitudes of any ursine animals, and while doing so gains a +4 racial bonus on the check.


This alters the Dominance class ability.


Improved Grapple (Ex) - An arktanthrope gains Improved Grapple as a bonus feat at 4th level.


This ability replaces Pack Attack.


Mighty Claws (Su) - At 6th level, an arktanthrope's natural attacks increase in damage. His claw attacks increase to 1d6 (1d4 if the character is small), and his bite increases to 1d8 (1d6 if small). At 11th level, they increase again, to 1d8 (1d6) and 1d10 (1d8), respectively; and again at level 16th to 1d10 (1d8) and 2d6 (1d10), respectively.


This ability replaces Iterative Claw Attack.


Woodland Stride (Ex) - Starting at 7th level, an arktanthrope may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.


Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.


This replaces Icewalking (Though a polar werebear may elect to keep Icewalking instead).


Damage Reduction (Ex) - When he reaches 9th level, an arktanthrope gains damage reduction/silver. Subtract 2 from the damage the arktanthrope takes each time he is dealt damage from a weapon or a natural attack, except attacks made with silver weapons. At 16th level, this damage reduction rises by 2 points. Damage reduction can reduce damage to 0 but not below 0.


This ability replaces Evasion and Improved Evasion.


Greater Werebear Form (Su) - At 11th level, when an arktanthrope enters werebear form, the racial bonus to his Strength and Constitution increases to +6, his fast healing increases to 2, and his land, swim, and climb speeds increase by a further 5 feet.


Additionally, he gains an additional shift per day, and shifting between forms becomes a standard action. The arktanthrope suffers only 10 minutes of fatigue once he shifts back to his original form the first time that day, but suffers the full hour of exhaustion as normal the second time.


This alters Greater Werewolf Form.


Grizzly (Ex) - At 17th level, an arktanthrope's size category increases by one step when he shifts. Thus, he gains a +2 size bonus to Strength and a –2 size penalty to Dexterity. He also takes a –1 size penalty to his AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to his CMD, and a –4 size penalty on Stealth checks. He takes up a space that is 10 feet by 10 feet and has a reach of 5 feet. Small characters ignore the normal rules for size and use these same modifiers.


However, his natural attacks do not further increase in damage (other than from the increase to strength).


This ability replaces Hide in Plain Sight.


Curse of Arktanthropy (Su) - At 19th level, an arktanthrope's bite can infect a humanoid target with arktanthropy. This feature otherwise works the same as Curse of Lycanthropy.


This alters Curse of Lycanthropy.


Arktanthropic Synthesis (Su) - At 20th level, when an arktanthrope enters werebear form, the racial bonus to his Strength and Constitution increases to +8, and his fast healing (including that from Shifter's Blood) changes to regeneration 5 (silver).


Furthermore, he is no longer fatigued after shifting back to his original form, and can shift back and forth as a move action an unlimited number of times per day.


This alters Lycanthropic Synthesis.


Arouraianthrope (Lycanthrope Archetype)


Arouraianthropes, or wererats, are considered by those aware of their existence to be the lowliest and most pitiful of were-creatures. Due to their rodentlike instincts, they quickly spread their vile affliction to create swarms in the bowels of large cities, some going as far as to take over entire sewage systems. While usually quite cowardly, a wererat tends to learn many skills others might consider underhanded in order to survive, and can slip through most places entirely unnoticed. This is perhaps their most important trait, as, if they were to be discovered even amidst an otherwise-polite society, a wererat would be exterminated like the vermin he is.


Hit Dice: d10
Weapons: Simple, hand crossbow, rapier, sap, short sword, shortbow.
Armor: L
Class Skills: Appraise, Acrobatics, Bluff, Climb, Craft, Disable Device, Disguise, Escape Artist, Handle Animal, Intimidate, Knowledge (dungeoneering), Knowledge (local), Perception, Profession, Sense Motive, Sleight of Hand, Stealth, Survival, Swim, and Use Magic Device.
Skills Per Level: 6
Attack Progression: Medium
Save Progression: High Fort, High Ref, Low Will
Restrictions: Must have contracted Arouraianthropy


Progression:
1st: Wererat Form, Flexible Skeleton, Rodent Empathy, Sneak Attack +1d6
2nd: Combat Style Feat, Uncanny Dodge
3rd: Beast Senses 1, Endurance, 1st Favored Terrain
4th: Finesse Training, Sneak Attack +2d6
5th: Improved Uncanny Dodge, Shifter's Blood 1
---
6th: Combat Style Feat, Beast Senses 2
7th: Push Through, Sneak Attack +3d6
8th: Fast Stealth, 2nd Favored Terrain
9th: Evasion, Beast Senses 3
10th: Combat Style Feat, Sneak Attack +4d6
---
11th: Greater Wererat Form
12th: Camouflage, Beast Senses 4
13th: 3rd Favored Terrain, Sneak Attack +5d6
14th: Combat Style Feat
15th: Shifter's Blood 2, Beast Senses 5
16th: Improved Evasion, Sneak Attack +6d6
17th: Hide in Plain Sight
18th: Combat Style Feat, Beast Senses 6, 4th Favored Terrain
19th: Curse of Arouraianthropy, Sneak Attack +7d6
20th: Arouraianthropic Synthesis


Features:
Class Skills: The arouraianthrope adds Appraise, Bluff, Disable Device, Disguise, Escape Artist, Knowledge (dungeoneering), Knowledge (local), Profession, Sense Motive, Sleight of Hand, and Use Magic Device to his list of class skills, but does not gain Knowledge (geography), or Knowledge (nature).


Weapon and Armor Proficiency - Arouraianthropes are not proficient with medium armor, shields, or martial weapons, save for the hand crossbow, rapier, sap, short sword, and shortbow.


This alters the lycanthrope's proficiencies.


Diminished Attack Progression: An arouraianthrope's Base Attack Bonus is 3/4 of its class level.


Diminished Hit Dice: An arouraianthrope's hit die is d10.


Improved Skill Progression: An arouraianthrope gains two additional skill ranks each level.


Wererat Form (Su) - At 1st level, an arouraianthrope gains the ability to shift into a terrifying bipedal rat. He can take a full-round action to shift into wererat form, adding a +4 racial bonus to his Dexterity and a +2 racial bonus to his Strength, as well as low-light vision and the Scent special ability. In addition, his base speed increases by 10 feet, he gains a swim speed and climb speed equal to half his land speed, and he gains two 1d4 claw attacks (1d3 if the character is small) and one 1d6 bite attack (1d4 if small). Finally, he gains fast healing 1. This ability cannot repair damage from silver weapons.


There is no limit to the duration the arouraianthrope can remain shifted, but during this time he cannot use any Charisma- or Intelligence-based skills (except Disguise, Handle Animal, Intimidate, and Use Magic Device) or any ability that requires patience or concentration. He retains the use of equipment as normal.


An arouraianthrope can shift both into and out of wererat form once per day, but the strain on his body imposes fatigue. After he shifts back into his original form, he is exhausted for one hour, after which he will require 8 hours of rest before he can shift again. He cannot shift into either form while fatigued or exhausted.


An arouraianthrope who is rendered unconscious remains in whatever form he was in, but does not gain an "extra" shift back the next day should he get 8 hours of rest in wererat form; fatigue sets in as normal the first time he returns to his original form.


Wererat form counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects, except for those that extend the duration of rage.


This alters Werewolf Form.


Rodent Empathy (Ex) - While shifted, an arouraianthrope can improve the attitude of rodents, similar to the ranger's Wild Empathy class feature. This ability functions just like a Diplomacy check made to improve the attitude of a person. The arouraianthrope rolls 1d20 and adds his arouraianthrope level and his Charisma modifier to determine the rodent empathy check result. Rodent empathy treats swarms as if they were one creature possessing a single mind. An arouraianthrope can thus use this ability to influence and direct the actions of swarms.


This ability replaces Dominance.


Flexible Skeleton (Ex) - An arouraianthrope adds half his level (minimum 1) to Escape Artist checks.


Sneak Attack (Ex) - An arouraianthrope inflicts +1d6 points of damage against targets within 30 feet that he flanks or that are denied their Dex bonus to AC against him. This damage increases by +1d6 every three levels after 1st.


This ability replaces Iterative Claw Attack.


Combat Style (Ex) - At 2nd level, an arouraianthrope gains a combat style, as the ranger class feature. He is not restricted to the Natural Weapon combat style. However, he may choose to forgo a combat style feat, instead taking a rogue talent (Except Combat Trick), using his arouraianthrope level as his rogue level for the purposes of qualifying for these talents.


This alters Combat Style Feats.


Favored Terrain (Ex) - If the arouraianthrope chooses Urban as one of his favored terrains, the favored terrain bonus also applies to Disguise and Knowledge (Local) skill checks.


This alters Favored Terrain.


Finesse Training (Ex) - At 4th level, an arouraianthrope gains Weapon Finesse as a bonus feat. If he already has this feat, he may select a different Combat Feat for which he qualifies. He also gains Finesse Training, as the unchained rogue class feature, for one weapon type. He may consider all of his natural weapons as one weapon for the purposes of this training.


This ability replaces Pack Attack.


Push Through (Ex) - At 7th level, an arouraianthrope is never slowed by difficult terrain in urban environments. In addition, he can move through the space occupied by local citizens as if they were allies. This does not apply to creatures intent on harming the arouraianthrope. Areas that are enchanted or magically manipulated to impede motion, however, still affect him.


This ability replaces Icewalking.


Fast Stealth (Ex) - Beginning at 8th level, an arouraianthrope can move at his full speed using the Stealth skill without penalty. If he has already taken Fast Stealth as a rogue talent, he may instead choose another rogue talent that he qualifies for.


This replaces Swift Tracker.


Greater Wererat Form (Su) - At 11th level, when an arouraianthrope enters wererat form, the racial bonus to his Dexterity increases to +6, the racial bonus to his Strength increases to +4, his fast healing increases to 2, and his base speed increases by a further 10 feet.


Additionally, he gains an additional shift per day, and shifting between forms becomes a standard action. The arouraianthrope suffers only 10 minutes of fatigue once he shifts back to his original form the first time that day, but suffers the full hour of exhaustion as normal the second time.


This alters Greater Werewolf Form.


Curse of Arouraianthropy (Su) - At 19th level, an arouraianthrope can pass on his curse (or gift) to others. Both his bite and claw attacks in wererat form can infect a humanoid target with arouraianthropy (Fortitude DC 15 negates). If the victim’s size is not within one size category of the arouraianthrope’s size, this ability has no effect.


Additionally, he no longer takes damage or any penalty from disease (including magical diseases). He can still contract mundane diseases and spread them to others, but he is otherwise immune to their effects. Also, his natural attacks are treated as both magic and silver for the purposes of overcoming damage reduction. If he already has the Eldritch Claws feat, the arouraianthrope may choose a different feat from the Natural Weapon Combat Style.


This alters Curse of Lycanthropy.


Arouraianthropic Synthesis (Su) - At 20th level, when an arouraianthrope enters wererat form, the racial bonus to his Dexterity increases to +8, the racial bonus to his Strength increases to +6, and his fast healing (including that from Shifter's Blood) changes to regeneration 5 (silver).


Furthermore, he is no longer fatigued after shifting back to his original form, and can shift back and forth as a move action an unlimited number of times per day.


This alters Lycanthropic Synthesis.


Again, I hope the formatting is okay - I tried to lay it out more or less how it is in the books. I stuck quite closely to the parent classes, and was surprised to find how easy they were to merge. In my setting, there are entire tribes, or packs of werewolves that have basically forgotten their human identities, therefore making it necessary for the lycanthrope's version of "Rage" to be able to be used continuously. The hope is that shifting would be powerful, but very limiting despite having an unlimited duration, and that a good DM would be quick to punish him for using it in town or other situations in which he would out himself as a werewolf.

The arktanthrope (werebear) leans more toward the barbarian side of the hybrid, with significantly increased durability, reduced stealth, and slower but more powerful attacks, whereas the arouraianthrope (sorry, wererat) is sort of like a barbarian/ranger/rogue, with significantly less impactful changes while he is shifted, allowing him to operate more easily in an urban environment.

Digitalfruitz
2016-06-13, 04:02 PM
I am a huge fan of what you have here dude. Something that you may want to try however is instead of making at a full 20 level class you might just want to make it a partial class that covers anywhere from 3-10 levels. I really like the two archetypes that you've already provided. Something you may want to do is include a were-bat so players can get a fly speed without having to be a spell caster or a strix.

Digitalfruitz
2016-06-13, 04:04 PM
Something that I want to play now is a rat folk were-rat with a level in Druid so I can get a dire rat companion and another level in wizard so I can have a rat familiar.

Stygian Emperor
2016-06-14, 09:40 AM
I was thinking about a wereraven but werebat sounds a lot cooler (Vampire Counts' vargheists come to mind). They wouldn't be able to use their hands stretched into wings like that but maybe flight would make up for it. Also I was thinking of doing some sort of great cat.

Sky
2016-06-14, 10:14 AM
I like what you've done here. Using the hybrid class rules for making a wereanimal class is clever.
In order to improve it even more, I have some suggestions for you.

First, I'd strongly suggest taking a look at Zaydos's werewolf class. (http://www.giantitp.com/forums/showthread.php?309502-Listen-to-their-music-the-children-of-the-night-%28Werewolf-as-a-base-class%29) It's masterfully written and allows for tons of customization. My main issue with your class as it's written right now is that any werewolf will be pretty much identical to any other werewolf. By taking away rage powers and spellcasting, you've severely limited the flexibility for the class.

Second, I'd advise you to take another look at the transformation mechanic. Giving them unlimited shifting back and forth wouldn't be terrible, and would make keeping track of things a lot easier. If you do want to limit their transformations, however, I would do something like the barbarian's rage limits instead of times per day. Also, one-hour exhaustion is a very severe penalty for using their main class feature. Finally, there should be a way to transform faster. No one wants to spend the first round of a surprise fight not contributing.

Third, giving the ability to pass lycanthropy is not a very good class feature. It works much better as a monster special ability than a PC ability because it relies on the enemies surviving the fight. It's a tool you give to the side you expect to lose so that the other side has to fight more cautiously, making a fight more interesting without changing the expected outcome.

Overall, you have a good start here. Adding other wereanimals is a good idea for expansion as well.