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Eagle0600
2016-10-04, 04:14 AM
So, one of my players has contracted lycanthropy, and I wanted to give them some options to take advantage of it. The player in question is a werewolf, one of the weaker forms of lycanthropy: This is one of the reasons I'm fine with it.

I want the feats in question to be reasonably balanced. Not perfectly, just as long as it's not outrageous. To that end, I'm posting my initial ideas for the feats in order to get some feedback (and, once they're a little polished, to allow others to use them).

As things currently stand, it takes a DC 15 constitution check as a full-round action for them to change, and they lose control if they do. They will also automatically make a check to change on the full moon and under certain other circumstances (when I think it's appropriate).

Improved Werewolf Control
You have gained some measure of control over your changes.

Prerequisite: Afflicted werewolf.

Benefit: You can assume wolf or hybrid form as a move action by making a DC 10 Constitution check, or humanoid form as a full-round action, by making a DC 15 Constitution check. When you assume wolf or hybrid form, you make a DC 13 Will save. Failing this save means you lose control, and the beast within takes over. You also make this save if circumstances cause you to change shape (such as because of the full moon). Success by 5 or more indicates that in addition to maintaining control, you may choose not to change shape. When your inner beast is in control, you cannot distinguish between friend and foe, and will attack the nearest humanoid unless you are attacked. In that case, you will either attack whoever has attacked you or flee until they cease being a threat. Then, you will resume hunting for humanoids to attack. This state lasts until you change back (with the next sunrise or after 8 hours of rest, whichever comes first).

Greater Werewolf Control
You have mastered control over your changes.

Prerequisites: Afflicted werewolf, Improved Werewolf Control.

Benefit: You can assume any of your three forms as a move action without making a check. In addition, you no longer need to make a will save to maintain control, and circumstances cannot force you change against your will (barring additional effects). Your DR/silver from lycanthropy increases by 5 (to 10/silver).

Improved Werewolf Form
You have learned to take the greatest advantage of your changes.

Prerequisites: Afflicted werewolf, Improved Werewolf Control.

Benefit: Your lycanthropy becomes that of a dire wolf. All traits from lycanthropy change as if the base creature was a dire wolf.

khadgar567
2016-10-05, 02:31 AM
looks good mind if I learn what edition you are using

Knitifine
2016-10-05, 04:09 AM
Horror Adventures has a Lycanthropic Corruption that can be used for a PC werewolf.
I think Dreamscarred Press is also working on something but I can't remember the name.

khadgar567
2016-10-05, 04:24 AM
Horror Adventures has a Lycanthropic Corruption that can be used for a PC werewolf.
I think Dreamscarred Press is also working on something but I can't remember the name.
lords of the wild the book you want from dreamscarred press

Eagle0600
2016-10-05, 06:15 AM
looks good mind if I learn what edition you are using
Pathfinder? I didn't know it had editions.


lords of the wild the book you want from dreamscarred press
Thanks, I'll look into it.
edit: A lot more than I'm looking for, really. Looks great for a character that specialises in it, though, so I'll definitely have to keep it in mind.

Any more thoughts on the feats? Do you guys think it should it be three feats or four? Or some other number?
Are the benefits appropriately distributed through the feats?