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Werewood [Racial Barbarian Archetype] [PEACH]
Werewood (Wyrwood Racial Archetype)
Wyrwoods literally weren’t designed to be barbarians. Their artificial bodies have neither the wild fury needed to manifest a rage nor the raw endurance needed to sustain one. Some wyrwoods saw these limitations as a lingering part of their ancient slavery and sought a way to overcome them. After years of studying barbarians of many tribes and environments, the constructs derived the basic principles of barbarism and modified them to suit their own capabilities.
This bizarre emulation of barbaric tradition is centered around a totemic focus, not a wild beast or force of nature, but the wood golem, a symbol of unthinking ferocity expressed through a wooden construct. The name for these strange barbarians refers to this; when they rage, their bodies shift like lycanthropes, coming closer to their totem.
The werewood archetype has the following features:
SpoilerSkills: A werewood does not gain Handle Animal (Cha), Knowledge (nature) (Int), or Survival (Wis) as class skills. Instead, he gains Knowledge (arcana) (Int), Knowledge (engineering) (Int), and Profession (Wis) as class skills.
Golem Rage (Su): When a werewood rages, his body splinters and shifts into a rough-hewn, blocky form reminiscent of a small wood golem. A werewood can rage for 6 rounds per day at 1st level. A werewood benefits from his rage as though he weren’t immune to morale effects. While raging, instead of receiving a morale bonus to his nonexistent Constitution score, a werewood is treated as having a Constitution of 14 for all purposes, including additional hit points. This virtual Constitution score increases to 16 when the werewood gains greater rage and to 18 when he gains mighty rage.
When a werewood ends his rage, his body is slow to return to its normal form. This awkward transitional stage gives the werewood a -4 penalty to Dexterity for a number of rounds equal to twice the number of rounds spent in the rage. A werewood cannot enter a new rage while so penalized, though penalties to Dexterity from other sources don’t prevent rage. A werewood with the roused anger rage power can enter a rage despite these penalties and ignores them for the duration of the rage, but when that rage ends, he is staggered, takes a -8 penalty to Dexterity and a -4 penalty to Strength, and cannot enter a rage for 10 minutes per round of rage.
Unlike with most barbarians, a werewood’s rage is a supernatural ability. He cannot enter a rage in an antimagic field or similar effect, and entering such an effect automatically ends his rage.
This ability otherwise follows the normal rules for rage and counts as rage for the purposes of feat prerequisites, feat abilities, magic item abilities, and spell effects..
Golem Totem (Su): At 2nd level, a werewood’s fists become thick and heavy when he rages, giving him two slam attacks. These deal 1d4 points of bludgeoning damage (1d6 if Medium) plus the werewood’s Strength modifier. If the werewood attacks with a slam and a light or one-handed weapon, the slam is a secondary attack.
At 6th level, while raging, the werewood’s body sprouts sharp thornlike growths. Anyone who hits the werewood with a nonreach melee weapon, an unarmed strike, or a natural weapon takes 1d6 points of piercing damage.
At 10th level, the werewood’s slam damage increases to 1d6 (1d8 if Medium.) Also, as a standard action, a raging werewood can fire a 20-foot-radius burst of wooden splinters from his body, dealing 1d6 slashing damage per two werewood levels. A successful Reflex save (DC 10 + 1/2 werewood level + virtual Con modifier) halves this damage. The werewood can use this ability once per day for every four werewood levels he has, but no more than once every 1d4+1 rounds.
This ability replaces the rage powers gained at 2nd, 6th, and 10th level. Werewoods cannot select totem rage powers.
Totem Ward (Su): At 3rd level, while raging, a werewood gains a +1 bonus on saving throws against spells and spell-like abilities that allow spell resistance and don’t have the fire descriptor. He also gets a +1 bonus to Armor Class against attacks made with such spells and spell-like abilities, including touch attacks. These bonuses increase by +1 for every three levels after 3rd. At 6th level, half of each bonus applies even when the werewood isn’t raging.
This ability replaces trap sense.
Hardwood (Ex): At 7th level, a werewood gains damage reduction 2/adamantine. This damage reduction increases by 1 for every three werewood levels after 7th. If the werewood selects the improved damage reduction rage power, that power increases his damage reduction by 1/adamantine while raging.
This ability modifies damage reduction.
Unassailable Frame (Su): At 14th level, a werewood gains spell resistance equal to 6 + his werewood level. While the werewood rages, this spell resistance gets a +5 bonus, but he cannot voluntarily lower it. Spells and spell-like abilities with the fire descriptor automatically bypass this spell resistance.
This ability replaces indomitable will.
Seamless Switch (Ex): At 17th level, a werewood no longer takes penalties at the end of his rage.
This ability replaces tireless rage.
This was a thought exercise. I was thinking about ratfolk wererats. (How can you tell when they're in hybrid form?) My mind went to a wyrwood turning into a wood golem when the moon was full, hence the pun. I realized that wyrwoods, as constructs, can't really work as barbarians. I wanted to see if I could fix that, and so we have Pinocchio as the Hulk.
That being said, I'm honestly not sure if I've botched this, and if so, how. PEACH, if you would be so kind?
Last edited by Oozy Polyhedron; 2015-01-02 at 04:27 PM. Reason: Forgot the title prefix.