Primal Fury
2008-06-19, 06:12 PM
Now this is originally meant for worgens from the pen and paper version of World of WarCraft, but this can be used for any game that features werewolves or wolf-like humanoids. Ah. and heres the stats for the worgen and its Serrated Claw ability for those who don't already know what it is:
Worgen
Medium Monstrous Humanoid
Hit Dice: 4d8+4 (22 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 19 (+3 Agy, +4 natural, +2 leather armor), touch 13, flat-footed 16
Base Attack/Grapple: +4/+7
Attack: Claw +8 melee (1d8+3/19–20)
Full Attack: 2 claws +8 melee (1d8+3/19–20) and bite +3melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce, serrated claws
Special Qualities: Darkvision 60 ft., damage reduction 5/truesilver*, scent
Saves: Fort +4, Ref +7, Will +5
Abilities: Str 17, Agy 16, Sta 13, Int 7, Spt 12, Cha 9
Skills: Listen +8
Feats: Combat Reflexes, EnduranceB, Great FortitudeB, Weapon Focus (claw)
Environment: Temperate forest
Area: Ashenvale, Duskwood
Organization: Solitary or pack (4–12)
Challenge Rating: 3
Treasure: Standard
Alignment: Always neutral evil
Advancement: 5–9 HD (Medium) or by character class 7–10 HD
Level Adjustment: —
Serrated Claw (Ex): A worgen’s claws are jagged and almost supernaturally sharp, possessing an increased threat range. If a claw scores a critical hit, the wound bleeds, dealing 1 point of damage from blood loss each round. Blood loss stacks (so multiple critical hits cause multiple bleeding wounds). A character can stop the bleeding with a DC 10 Heal check or with any healing spell; a single Heal check or healing spell staunches all bleeding wounds.
I realize this may be a little wonky but this is just in the planning stage so i would love some new ideas and criticism. Thank you:smallsmile:
Changes to Sorcerer Class:
No Familiar
Wisdom Based Spontaneous Casting
Removal of all Summon Monster, Planar Ally, and Gate spells
Howl: Starting at level 1, and every 5 levels, the shadow-fang howler gains the benefits of the Mighty Lungs feat, as well as a bonus Shout feat. At the GM’s discretion, the player may create custom howls. These howls may be used once every 1d4 +1 rounds.
Wolf-Master: Starting at level 4, as a full-round action, a shadow-fang howler can emit a thunderous howl that calls spirit wolves. This functions as a Summon Monster spell. A howler can summon any number of any type of wolf or wolf-like creature, magical or non-magical (including other worgen), so long as their collective hit dice is less than or equal to half the howler’s class level.
Blood Feast: At level 8, a howler can feed off his enemies grievous wounds. Any time an opponent bleeds from their serrated claw ability, the howler is healed twice that amount. In addition, the critical threat range increases from 19-20 to 18-20, and the damage caused on a critical strike increases by one step (x2 to x3, x3 to x4 etc.)
Howler’s Taint: A worgen’s bite is a painful thing, but a howler’s bite can be quite horrific indeed. Beginning at level 12, three times per day, a howler may execute a bite attack that has a chance of turning the victim with fewer hit dice than them into a worgen. If the target fails their fortitude saving throw (DC= 10 + ½ howler’s level + howler’s Wis mod), they are turned into a tainted one of their hit die under the howler’s control. Their physical stats are changed as thus: +8 Str, +6 Dex, +4 Con. They lose the ability to cast spells and make intelligence, wisdom, and charisma based skill checks (with the exception of Intimidate, Spot, and Listen). This lasts for a number of rounds equal to the howler’s wisdom modifier.
Note: If the target fails the saving throw by ten or more, then their tainted form will also fly into a rage identical to that of a barbarian of half their level.
Howler’s Curse: There is a myth that certain creatures of the night can force the souls of those they murder into servitude; beginning at level 16, any humanoid creature the shadow-fang howler kills that has a number of hit die that is equal to or less than half theirs is turned into a ghost that must obey the howler’s commands. The ghost still has free will outside the howler’s commands though, and can seek aid from others. A will save (DC= 10 + ½ howler’s level + howler’s Wis mod) can negate this. The ghost is allowed another save after each month of servitude. After a successful save, the person’s spirit is allowed to move on to whatever waits for them in the afterlife. The death of the howler will free all ghosts currently under their control.
Note: A person who was exceptionally evil in life may wish to serve the howler for a long period of time so they may prevent their judgment and possible damnation.
POINT: Of course... this could be used for ANY class really, this are some pretty nice abilities that all lot of classes would benefit from.
Worgen
Medium Monstrous Humanoid
Hit Dice: 4d8+4 (22 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 19 (+3 Agy, +4 natural, +2 leather armor), touch 13, flat-footed 16
Base Attack/Grapple: +4/+7
Attack: Claw +8 melee (1d8+3/19–20)
Full Attack: 2 claws +8 melee (1d8+3/19–20) and bite +3melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce, serrated claws
Special Qualities: Darkvision 60 ft., damage reduction 5/truesilver*, scent
Saves: Fort +4, Ref +7, Will +5
Abilities: Str 17, Agy 16, Sta 13, Int 7, Spt 12, Cha 9
Skills: Listen +8
Feats: Combat Reflexes, EnduranceB, Great FortitudeB, Weapon Focus (claw)
Environment: Temperate forest
Area: Ashenvale, Duskwood
Organization: Solitary or pack (4–12)
Challenge Rating: 3
Treasure: Standard
Alignment: Always neutral evil
Advancement: 5–9 HD (Medium) or by character class 7–10 HD
Level Adjustment: —
Serrated Claw (Ex): A worgen’s claws are jagged and almost supernaturally sharp, possessing an increased threat range. If a claw scores a critical hit, the wound bleeds, dealing 1 point of damage from blood loss each round. Blood loss stacks (so multiple critical hits cause multiple bleeding wounds). A character can stop the bleeding with a DC 10 Heal check or with any healing spell; a single Heal check or healing spell staunches all bleeding wounds.
I realize this may be a little wonky but this is just in the planning stage so i would love some new ideas and criticism. Thank you:smallsmile:
Changes to Sorcerer Class:
No Familiar
Wisdom Based Spontaneous Casting
Removal of all Summon Monster, Planar Ally, and Gate spells
Howl: Starting at level 1, and every 5 levels, the shadow-fang howler gains the benefits of the Mighty Lungs feat, as well as a bonus Shout feat. At the GM’s discretion, the player may create custom howls. These howls may be used once every 1d4 +1 rounds.
Wolf-Master: Starting at level 4, as a full-round action, a shadow-fang howler can emit a thunderous howl that calls spirit wolves. This functions as a Summon Monster spell. A howler can summon any number of any type of wolf or wolf-like creature, magical or non-magical (including other worgen), so long as their collective hit dice is less than or equal to half the howler’s class level.
Blood Feast: At level 8, a howler can feed off his enemies grievous wounds. Any time an opponent bleeds from their serrated claw ability, the howler is healed twice that amount. In addition, the critical threat range increases from 19-20 to 18-20, and the damage caused on a critical strike increases by one step (x2 to x3, x3 to x4 etc.)
Howler’s Taint: A worgen’s bite is a painful thing, but a howler’s bite can be quite horrific indeed. Beginning at level 12, three times per day, a howler may execute a bite attack that has a chance of turning the victim with fewer hit dice than them into a worgen. If the target fails their fortitude saving throw (DC= 10 + ½ howler’s level + howler’s Wis mod), they are turned into a tainted one of their hit die under the howler’s control. Their physical stats are changed as thus: +8 Str, +6 Dex, +4 Con. They lose the ability to cast spells and make intelligence, wisdom, and charisma based skill checks (with the exception of Intimidate, Spot, and Listen). This lasts for a number of rounds equal to the howler’s wisdom modifier.
Note: If the target fails the saving throw by ten or more, then their tainted form will also fly into a rage identical to that of a barbarian of half their level.
Howler’s Curse: There is a myth that certain creatures of the night can force the souls of those they murder into servitude; beginning at level 16, any humanoid creature the shadow-fang howler kills that has a number of hit die that is equal to or less than half theirs is turned into a ghost that must obey the howler’s commands. The ghost still has free will outside the howler’s commands though, and can seek aid from others. A will save (DC= 10 + ½ howler’s level + howler’s Wis mod) can negate this. The ghost is allowed another save after each month of servitude. After a successful save, the person’s spirit is allowed to move on to whatever waits for them in the afterlife. The death of the howler will free all ghosts currently under their control.
Note: A person who was exceptionally evil in life may wish to serve the howler for a long period of time so they may prevent their judgment and possible damnation.
POINT: Of course... this could be used for ANY class really, this are some pretty nice abilities that all lot of classes would benefit from.