- Posts:
- 3
- Group:
- Role-Players
- Member
- #11,253
- Joined:
- April 26, 2010
- Gender
- Male
- Species
- Mostly Human/[Werewolf]
- Height
- 6'/[6'4]
- Weight
- 200lbs/[230lbs]
- Build
- Average
- Age
- 25
- Hair
- L;Mbck;brn/[fur)L.Gry]
- Eyes
- Forest Green/[Golden]
- Skin
- AvgCaucasn/[Fluffy Fur]
- Name
- Logan Johnson
- Alias
- Alan Thyme, Logan Wolf, Jack
- Link to Inventory
- http://s2.zetaboards.com/Imythess/topic/890138/1/
- Link to Alt Registry
- http://imythess.com/topic/887368/1/
- Link to Extended Description
- http://imythess.com/topic/889806/1/
|
Prerequisites Checklist:
- Who am I? Ogichi
- Is this character active, at least a few weeks old and unlikely to be removed in the near future? Yes
- Do I have at least 150 gold sitting on this character's account? Yes
Why should you accept this custom PrC concept? Before this attempt, there are three different branches of the True Were cPrC in three separate topics under the cPrC list, making it a slog to crawl through and find each one to reference both abilities and capabilities. On top of that, they're presented in three different styles, and spread out over three different attempts over time. This can cause some confusion in application, presentation, and balancing. I've attempted to make True Were easier for everybody to use, as well as tweaking the abilities to flow better, to have better mechanical balance, and hopefully to feel at least a little more unique where I felt like they were needed.
True Were cPrC Courtesy of Logan, Redfiver, and Volare
Many know of the werecreatures that live in these lands, with the most famous being the werewolf. These individuals walk the line between man and beast, finding their own balance with animalistic instincts beneath the light of the moons. There are those who go Savage, regularly giving into their emotions and letting instincts overcome their ability to reason. Some become Feral, finding balance between staying controlled and going wild. Others stay Primal, no strangers to the beast within but keeping a leash on their urges.
Prerequisites:
- Cannot have any levels in the Divided Soul cPrC
- Specify an animal type and were type (Savage, Feral, or Primal) upon purchase.
- Must be or have contracted from a werecreature or a wereshrine
Changing Were Type
- A True Were may pay a one-time fee of 50 gold to change into a different Were Type, (Savage, Feral, or Primal).
| Training Costs |
|---|
| Level One | Level Two | Level Three | Level Four | Level Five |
|---|
| | | | |
Level 1
- Were Body: It happens first on the night of at least one full moon, painful in the beginning, but all weres quickly grow used to the transformation. You gain the ability to transform into your chosen animal or hybrid form, and each one capable of being up to one size category larger than your normal self, (IE: Medium-Large to Large), though you may also choose to either remain your normal size category, or shrink to the scale of your animal form. Your hybrid form will look like a beastperson, retaining the same natural capabilities of your beast form, though you will only move as fast as your humanoid self.
Your hide becomes tough as leather armor, your natural weapons, (e.g.: Claws and Teeth,) become tough as steel and are even capable of deflecting normal steel weapons with enough skill or luck.
At level one you can only transform under the light of at least one full moon. At level two, you can transform as long as you can see a moon regardless of fullness. At level three, you can transform at night even when a moon is not visible; and at level four, you can transform at any time of day or night.
Level 2
- Immortal Were: Your curse refuses to let you die, instilling your body with amazing regenerative capabilities. When you are not transformed you can regenerate from light wounds in two posts and moderate wounds in four posts. When you are in your animal or hybrid form, the speed at which you regenerate is doubled (requiring one post for light wounds and two posts for moderate). Severe wounds may also be healed in this fashion, but they require several hours outside of combat. Injuries from the Bane: Werecreature enchantment, the wounding enchantment, or silver weapons will disrupt your ability to heal for up to a full day. This ability does not stack with any other sources of regeneration.
Level 3
- Bestial Kin: Your understanding of your inner nature has grown, giving you a great degree of control over your abilities. You can transform into normal relatives of your were-form at will (i.e. without the enhanced size, hide, and natural weapons of True Were) and communicate with them in either your hybrid or beast forms. You may also partially shift to only change certain body parts (e.g. claws, ears, a tail).
When in trouble you can call on up to two beasts of your type to aid it in combat, either from the wild or from your companions including other weres, (IE: Canines for werewolves, Felines for werecats, etc.). At level four the natural allies are also affected by Moon's Blessing and Moon Light Claws whhen you activate those abilities.
- Instincts: As the True Were becomes more in tune with their nature, they find themselves able to instinctively focus their senses to their surroundings with results varying dependent on whether they're Savage, Feral, or Primal.
- Savage Instincts: While transformed and in combat, you operate mostly on animal instinct. These instincts are enhanced at this level making it impossible to surprise the Savage Were as long as the person has a physical form. This also gives them the ability to fight invisible enemies without any penalties as long as the invisible person is within twenty-five feet of them. The Savage Were will however be slightly easier to distract in a fight.
- Feral Instincts: When in a fight, your focus is nigh unshakable. You can hone in on whatever enemy you’re currently focusing on, unable to be distracted from attacking for two posts or until your enemy has been defeated or killed, making you temporarily immune to distraction abilities. The attacks of the enemy you’re focusing on are moderately easier to dodge than usual, including spells that specifically target you. Your focus shifts only when the effects of this ability have ended. This ability can only be used once per enemy.
- Primal Instincts:You can now focus on a single sense: sight, hearing, scent, touch or taste. The chosen sense is three times as strong as normal. It lasts until dismissed or another sense is chosen. Those with journeyman concentration can enhance two senses, those with expert can enhance three senses and those with master can enhance all their senses. Enhanced senses can prove to be a drawback. Example: Having greatly enhanced sense of smell would allow you to track someone much more easily, but very strong odors could stun or repel you. Enhanced hearing would allow you to catch the faintest sounds....but a shouted words or other sudden, loud noise could temporarily deafen you. Attacks that focus on sensory input will do triple damage while using Focused Instincts.
Level 4
- Sixth Sense: You have developed the ability to detect the presence of others that are nearby but are using their Stealth skill and/or other concealment abilities. When you stop and focus, you can detect others using Stealth at Expert level or lower; you can detect others using other concealment methods as well, although some (like the Invisibility spell) will prevent certain senses (sight, in this instance) from detecting them. Shadow Dancers and those with Master Stealth can elude your Sixth Sense ability entirely. This ability cannot be used while in combat.
- Moon Light Claws: Your natural weapons absorb and store the light of the moon. For four posts you can use this energy to enhance your natural weapons while shifted into either your beast or hybrid forms. When this ability is activated you gain the ability to more easily pierce solid materials. This allows you to easily rend through light armor and heavily damage medium armors. This also allows you to scale nearly any vertical obstacle by sinking your claws into its surface.
Level 5
- Child of the Moons: Whether the Were chooses to stay beneath the soft glow of the moons or walk a path illuminated by the sun, they do not forget their children. The True Weres at this point gain a nonmagical rage state that they can access when needed, granting them a temporary surge of power to help them survive and win their battles. These rage states cannot be used at the same time as rage abilities from other sources such as Raging Berserker. These rage abilities can only be used once per combat.
- (Savage) Moon Frenzy: In times of desperation, the Savage Were can give into their violent instincts and fight without thought. The were will have no concept of friend or foe, enemy or innocent, growing an additional size category in either their beast or hybrid form, (ie: Medium-Large unshifted to Large shifted to Huge while Frenzied.) They will gain strength equivalent to Draconic Might as they follow only the following goals: survive and kill. They are still inhibited by the physical effects of wounds, but ignore the pain from medium and light wounds and resist the pain of major wounds as they are lost in pure bestial rage. This will last for three posts in combat. An appropriate Animal Charmer or master of the Handle Animal skill can prevent themselves from being the target of a Frenzied were unless they are the only possible target, or can make themselves the primary target if there are others. After using this ability a True Were (Cursed) will be severely exhausted and return to their original size.
- (Feral) Moon Madness: Your hybrid form can unleash a tremendous amount of power and ferocity when need be, allowing you to overcome even the most daunting foes. Your strength and speed increase equivalent to Haste and Bull’s Strength; your hybrid form will be resilient enough during this time to mimic the protection value of beast hide armor.
Unfortunately, being filled with this much power tends to overwhelm your body while numbing your mind; while active, this ability reduces your ability to think critically and become reckless, increasing your offensive abilities by one and decreasing your defensive abilities by one, though there is no level above master. Although you are aware of what you are doing, you have difficulty stopping yourself from doing things such as attacking allies that get in your way or killing enemies or targets that you might need to keep alive. Only people you have a strong emotional bond with (e.g. very close friends, favoured family members, lovers, spouses) are able to be distinguished as completely non-threatening by your animal instincts and attempt to tame you while in this state.
This ability can only take place in your hybrid form; if you are in any other form when you activate this ability, you will immediately shift into your hybrid form. Moon Madness lasts for four posts, after which the protection value of your hybrid form will return to being equivalent to Leather Armour. After the ability has ended, you will be greatly exhausted and temporarily lose your ability to regenerate from wounds. The detrimental effects previously mentioned also remain until your exhaustion has worn off. You cannot heal while exhausted but your healing ability will return to normal once your exhaustion has ended. Moon Madness can only be used once per battle.
- (Primal) Moon Fury: There is no denying your primal rage, but you will not let it consume you. Instead you will use it to spur you forward, to accomplish whatever task you must, to protect whatever lives you must, and to end whatever you must. You do not grow physically stronger, faster, or tougher, but for four posts your natural weapons will glow with moonlight. Enemies injured by your natural weapons while under the effect of Moon Fury will have their injuries glow, marking them to your senses and suffering constant minor nonmagical Star damage. So long as enemies injured in this way are within twenty-five feet, you will be able to know their location even despite Master Stealth, Shadowdancer abilities, or sensory deprivation. Enemies marked by Moon Fury will be slightly easier to avoid the attacks of, both melee and ranged.
Alternatively to fighting with the full duration of Moon Fury, the Primal Were may focus their rage into a quick strike from their claws, generating three-foot long blades from their fingertips that will deal moderate Star damage to anything they strike for a single post.
Once this ability is over, the Primal Were will be moderately exhausted, able to continue fighting without too much trouble, but only at a diminished state.
True Were Original Branches True Were Controlled, being replaced by Primal True Were (Controlled) Many know of the were creatures that live in these lands. The most famous being the were-wolf, but a few people chose to embrace or conquer these bestial power for themselves. Those that fully explore their own existences and have made their own choices on how to handle this power are the true weres. This Path is the one of those who chose to control their power.
Prerequisites: Must be or have contracted the curse of a were creature. Adept Concentration Specify a specific animal that is your were type. IE: were-wolf Or were-bear, etc.
Training Costs Level One Level Two Level Three Level Four Level Five Buying 60 Selling 50 Buying 75 Selling 65 Buying 45 Selling 40 Buying 90 Selling 75 Buying 120 Selling 100
Level 1 Were Body: On the full moon you may transform into your chosen animal or hybrid form. Your animal form is usually twice as large as an average creature of that type. You possess a tough hide with the same defensive property as Leather Armor, and your natural weapons are as sharp and hard as metal. In addition to being more deadly, these natural weapons are capable of deflecting metal weapons without harm. Your hybrid form remains humanoid in shape, but possesses the same natural capabilities of your animal form. Hybrid form also tends to be slightly larger than either of your other forms. At level two, you can transform as long as you can see the moon. At level three, you can transform at night even without the moon. At level four, you can transform at any time of day or night.
(Note: Sizes can very from were to were. The above is just the average result, but you may tweak this a bit to fit your character. Please use common sense for sizes.)
Level 2: Immortal Were: Your curse refuses to let you die, instilling your body with amazing regenerative capabilities. When you are not transformed you can regenerate from light wounds in two posts and moderate wounds in four posts. When you are in your animal or hybrid form, the speed at which you regenerate is cut in half (one post for light, two posts for moderate). Severe wounds may also be healed, but they require you to enter a hibernation state that renders you defenseless and cannot be used in battle. Injuries from the Bane: Werecreature enchantment, the wounding enchantment, or silver weapons cannot be healed. This ability does not stack with any other sources of regeneration.
Level 3: Primal Shifting: Your understanding of your inner nature has grown, giving you a great degree of control over your abilities. You can transform into normal relatives of your were-form at will, without the enhanced size, hide, and natural weapons of True Were. You may also partially shift to only change certain body parts, such as claws, ears, or a tail. In addition you have learned to focus your power. Three time per battle you can focus on a single or pair of limbs to enhance their reach or strength by up to half again their normal. (Only natural strength is multiplied). An example would be surprising your enemy by lengthening your arm to increase your reach, or doing increased damage with a strike. You could also use this boost in strength to jump higher.
Focused Instincts: You can now focus on a single sense: sight, hearing, scent, touch or taste. The chosen sense is three times as strong as normal. It lasts until dismissed or another sense is chosen. Those with journeyman concentration can enhance two senses, those with expert can enhance three senses and those with master can enhance all their senses. Enhanced senses can prove to be a drawback. Example: Having greatly enhanced sense of smell would allow you to track someone much more easily, but very strong odors could stun or repel you. Enhanced hearing would allow you to catch the faintest sounds....but a shouted words or other sudden, loud noise could temporarily deafen you. Attacks that focus on sensory input will do triple damage while using Focused Instincts.
Level 4: Moon's Blessing: You are a favored child of the moon and perform best under its loving gaze. When this ability is activated you gain a non-magical buff to your agility equal to the Cat’s Grace spell and a non-magical buff to your strength equal to the Bull’s Strength spell. This ability can only be used while in your Were Body, lasts for four posts, and can only be used once per battle.
Moon Light Claws: Your natural weapons absorb and store the light of the moon For four posts you can use this energy to enhance your attacks while in your Were Body. When this ability is activated you gain the ability to more easily pierce solid materials. This allows you to easily rend through light armor and heavily damage medium armors. This also allows you to scale nearly any vertical obstacle by sinking your claws into its surface.
Level 5: Moon's Fury: You have come to a greater understanding between the relationship of the curse and the moon. You have learned how to harness this power and turn it to your advantage. Once per battle you can twist the moonlight your claws stores into a single attack. Your claws will shine with moonlight, generating one of two effects:
Your claws generate three foot blades made of moonlight, which you can use to slash at your opponents. This effect lasts for two rounds.
You can shoot moonlight out as ten foot spears to pierce or impale your opponents on. Each claw generates a single spear. This last for a single round.
Either blade or spears made of moonlight cause heavy light elemental damage to any opponent that is struck by them. This moonlight attack bypasses any armor. This ability causes moderate fatigue.
True Were Primal, being replaced by Feral True Were (Primal) Custom PrC: Volare
Many know of the werecreatures that live in these lands, the most famous being the werewolf. This class explores those who have been cursed and chosen to channel the primal instincts of their curse, their raw emotions often driving them and only controlled enough to keep them from completely losing themselves. They walk in both worlds, straddling the line between their sentience and their animalistic instincts, and it’s not always clear to others which has more dominance.
The effects of this CPrC are non-magical except where stated otherwise.
Prerequisites Must be or have contracted the curse of a werecreature. Journeyman Concentration Specify an animal that is your were-type (e.g. werewolf, werebear).
Training Costs Level One Level Two Level Three Level Four Level Five Buying 60 Selling 50 Buying 75 Selling 65 Buying 90 Selling 75 Buying 60 Selling 50 Buying 60 Selling 50
Level One Were Body: On the full moon, you may transform into your chosen animal or hybrid form. Your animal form is usually twice as large as an average creature of that type. You possess a tough hide with the same defensive properties as Leather Armor, and your natural weapons are as sharp and hard as metal; in addition to being deadlier, these natural weapons are capable of deflecting metal weapons without harm. Your hybrid form remains humanoid in shape but possesses the same natural capabilities of your animal form. Your hybrid form also tends to be slightly larger than either of your other forms. At level two, you can transform as long as you can see the moon; at level three, you can transform at night even when the moon is not visible; and at level four, you can transform at any time of day or night.
(Note: Sizes can vary from were to were. The above is just the average result but you may tweak this a bit to fit your character. Please use common sense for sizes.)
Level Two Immortal Were: Your curse refuses to let you die, instilling your body with amazing regenerative capabilities. When you are not transformed, you can regenerate from light wounds in two posts and moderate wounds in four posts; when you are in your animal or hybrid form, the speed at which you regenerate is doubled, thereby reducing the time it takes to heal (one post for light, two posts for moderate). Severe wounds may also be healed but they require you to enter a hibernation state that renders you defenseless and cannot be used in battle. Injuries from the Bane: Werecreature enchantment, the Wounding enchantment, or silver weapons cannot be healed. This ability does not stack with any other sources of regeneration.
Level Three Primal Shifting: Your understanding of your inner nature has grown, giving you a great degree of control over your abilities. You can transform into normal relatives of your were-form at will (i.e. without the enhanced size, hide, and natural weapons of True Were). You may also partially shift to only change certain body parts (e.g. claws, ears, a tail). Primal Instincts: When in a fight, your focus is nigh unshakeable. You can hone in on whatever enemy you’re currently focusing on, unable to be distracted from attacking for two posts or until your enemy has been defeated or killed. The attacks of the enemy you’re focusing on are moderately easier to dodge than usual, including spells that specifically target you. Your focus shifts only when the effects of this ability have ended. This ability can only be used once per enemy.
Level Four Sixth Sense: You have developed the ability to detect the presence of others that are nearby but are using their Stealth skill and/or other concealment abilities. When you stop and focus, you can detect others using Stealth at Expert level or lower; you can detect others using other concealment methods as well, although some (like the Invisibility spell) will prevent certain senses (sight, in this instance) from detecting them. Shadow Dancers and those with Master Stealth can elude your Sixth Sense ability entirely. This ability cannot be used while in combat.
Familial Bonds: You can communicate freely with relatives of your Were Body forms while in those forms. Animals may or may not trust you while in your hybrid form, but they are likely to help you and give you useful information as needed while in your animal form. This ability cannot be used in combat or while in a rage state.
Level Five Moon Madness: Your hybrid form can unleash a tremendous amount of power and ferocity when need be, allowing you to overcome even the most daunting foes. Your strength and speed increase equivalent to the Haste and Bull’s Strength spells; your hybrid form will be resilient enough during this time to mimic the protection value of medium armour.
Unfortunately, being filled with this much power tends to overwhelm your body while numbing your mind; while active, this ability causes you to revert to your most basic animalistic instincts. Although you are aware of what you are doing, you have difficulty stopping yourself from doing things such as attacking allies or killing enemies or targets that you might need to keep alive. Only people you have a strong emotional bond with (e.g. very close friends, favoured family members, lovers, spouses) are able to be distinguished as completely non-threatening by your animal instincts.
This is a magical rage ability that can only be used while in your hybrid form; if you are in any other form when you activate this ability, you will immediately shift into your hybrid form. Moon Madness lasts for four posts, after which the protection value of your hybrid form will return to being equivalent to Leather Armour. After the ability has ended, you are exhausted and cannot shift into any other form until you recover; the detrimental effects mentioned above also remain until your exhaustion has worn off. You cannot heal while exhausted but your healing ability will return to normal once your exhaustion has ended. Moon Madness can only be used once per battle. True Were Cursed, being replaced by Savage True Were (Cursed) Custom Prestige Class for Sarin/ Many know of the were creatures that live in these lands. The most famous being the were-wolf. This class explores those who have been cursed and have yet to find ways to control or handle their new power.
Prerequisites: Must be or have contracted the curse of a were creature. Specify a specific animal that is your were type. IE: were-wolf Or were-bear, etc. Can not belong to any other PRC with True Were in the name.
Training Costs Level One Level Two Level Three Level Four Level Five Buying 60 Selling 50 Buying 75 Selling 65 Buying 75 Selling 65 Buying 90 Selling 75 Buying 120 Selling 100
Level 1 Were Body: On the full moon you may transform into your chosen animal or hybrid form. Your animal form is usually twice as large as an average creature of that type. You possess a tough hide with the same defensive property as Leather Armor, and your natural weapons are as sharp and hard as metal. In addition to being more deadly, these natural weapons are capable of deflecting metal weapons without harm. Your hybrid form remains humanoid in shape, but possesses the same natural capabilities of your animal form. Hybrid form also tends to be slightly larger than either of your other forms. At level two, you can transform as long as you can see the moon. At level three, you can transform at night even without the moon. At level four, you can transform at any time of day or night.
Cursed were creatures have little to no control of themselves when transformed. Often acting like a the beast, whose form they take. They are also usually much more violent when transformed. Many consider their transformed state a separate mind as well as body. However, this does not mean that transformed cursed weres are stupid. They are still capable of using tools and weapons. They can also plan traps or ambushes.
Special: At any point a were can pay an extra 50g to change all currently owned levels for equivalent levels of any other prc with the name True Were. This represents them learning control and moving beyond their curse.
(Note: Sizes can vary from were to were. The above is just the average result, but you may tweak this a bit to fit your character. Please use common sense for sizes.)
Level 2: Immortal Were: Your curse refuses to let you die, instilling your body with amazing regenerative capabilities. When you are not transformed you can regenerate from light wounds in two posts and moderate wounds in four posts. When you are in your animal or hybrid form, the speed at which you regenerate is cut in half (one post for light, two posts for moderate). Severe wounds may also be healed, but they require you to enter a hibernation state that renders you defenseless and cannot be used in battle. Injuries from the Bane: Werecreature enchantment, the wounding enchantment, or silver weapons cannot be healed. This ability does not stack with any other sources of regeneration.
Level 3: Natural Allies: A True Were (Cursed) will often form bonds with animals of it's own type. When in trouble it can call on up to two creatures of it's type to aid it in combat. These are often pack mates, hunt companions, etc. At level four the natural allies are also affected by Moon's Blessing and Moon Light Claws whhen you activate those abilities.
Bestial Instincts: While transformed a True Were (Cursed) functions mostly on animal instinct. These instincts are enhanced at this level making it impossible to surprise the True Were (Cursed) as long as the person is on the physical plane. This also gives them the ability to fighting invisible enemies without any penalties as long as the invisble person is within twentyfive feet of them.
Level 4: Moon's Blessing: You are a favored child of the moon and perform best under its loving gaze. When this ability is activated you gain a non-magical buff to your agility equal to the Cat’s Grace spell and a non-magical buff to your strength equal to the Bull’s Strength spell. This ability can only be used while in your Were Body, lasts for four posts, and can only be used once per battle.
Moon Light Claws: Your natural weapons absorb and store the light of the moon For four posts you can use this energy to enhance your attacks while in your Were Body. When this ability is activated you gain the ability to more easily pierce solid materials. This allows you to easily rend through light armor and heavily damage medium armors. This also allows you to scale nearly any vertical obstacle by sinking your claws into its surface.
Level 5: Beastial Frenzy: The curse is a powerful thing, but most of the time people try to hold it back unconsciously. However, in desperate situations a True Were (Cursed) either lets the curse have full control or the curse has fully consumed their mind. The character will have no concept of friend or foe. They will be in their hybrid or fill beast form and will grow at least one size category with a maximum of huge size. They will gain the equivalent strength of draconic strength. They will follow only the following goals: survive, kill, and eat. They are still inhibited by the physical effects of wounds, but ignore the pain from medium and light wounds and resist the pain of major wounds as they are lost in pure bestial rage. This will last for three posts in combat. An appropriate animal charmer or master of Handle Animal can prevent themselves from being target by a True Were (Cursed) unless they are the only possible target. After using this ability a True Were (Cursed) will be severely exhausted.
Edited by Logan, Wed Jan 24, 2018 6:02 pm.
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- Posts:
- 3
- Group:
- Role-Players
- Member
- #11,253
- Joined:
- April 26, 2010
- Gender
- Male
- Species
- Mostly Human/[Werewolf]
- Height
- 6'/[6'4]
- Weight
- 200lbs/[230lbs]
- Build
- Average
- Age
- 25
- Hair
- L;Mbck;brn/[fur)L.Gry]
- Eyes
- Forest Green/[Golden]
- Skin
- AvgCaucasn/[Fluffy Fur]
- Name
- Logan Johnson
- Alias
- Alan Thyme, Logan Wolf, Jack
- Link to Inventory
- http://s2.zetaboards.com/Imythess/topic/890138/1/
- Link to Alt Registry
- http://imythess.com/topic/887368/1/
- Link to Extended Description
- http://imythess.com/topic/889806/1/
|
Alternatively, changing out direct moonlight powers such as Moonlight Claws and Moon Fury's effects with Howl and a hyper-focus ability.
Also touched up some minor description things in level 5, including a case where Cursed was still mentioned, and consolidating the shared detrimental effects into the general Child of the Moons description.
True Were cPrC Courtesy of Logan, Redfiver, and Volare
Many know of the werecreatures that live in these lands, with the most famous being the werewolf. These individuals walk the line between man and beast, finding their own balance with animalistic instincts beneath the light of the moons. There are those who go Savage, regularly giving into their emotions and letting instincts overcome their ability to reason. Some become Feral, finding balance between staying controlled and going wild. Others stay Primal, no strangers to the beast within but keeping a leash on their urges.
Prerequisites:
- Cannot have any levels in the Divided Soul cPrC
- Specify an animal type and were type (Savage, Feral, or Primal) upon purchase.
- Must be or have contracted from a werecreature or a wereshrine
Changing Were Type
- A True Were may pay a one-time fee of 50 gold to change into a different Were Type, (Savage, Feral, or Primal).
| Training Costs |
|---|
| Level One | Level Two | Level Three | Level Four | Level Five |
|---|
| | | | |
Level 1
- Were Body: It happens first on the night of at least one full moon, painful in the beginning, but all weres quickly grow used to the transformation. You gain the ability to transform into your chosen animal or hybrid form, and each one capable of being up to one size category larger than your normal self, (IE: Medium-Large to Large), though you may also choose to either remain your normal size category, or shrink to the scale of your animal form. Your hybrid form will look like a beastperson, retaining the same natural capabilities of your beast form, though you will only move as fast as your humanoid self.
Your hide becomes tough as leather armor, your natural weapons, (e.g.: Claws and Teeth,) become tough as steel and are even capable of deflecting normal steel weapons with enough skill or luck.
At level one you can only transform under the light of at least one full moon. At level two, you can transform as long as you can see a moon regardless of fullness. At level three, you can transform at night even when a moon is not visible; and at level four, you can transform at any time of day or night.
Level 2
- Immortal Were: Your curse refuses to let you die, instilling your body with amazing regenerative capabilities. No matter your form, you can regenerate from light wounds in a single post and moderate wounds in two posts. Severe wounds may also be healed in this fashion, but they require several hours outside of combat. At level five, you heal as quickly in your original form as in your hybrid and beast forms. Injuries from the Bane: Werecreature enchantment, the wounding enchantment, or silver weapons will disrupt your ability to heal for up to a full day. This ability does not stack with any other sources of regeneration.
Level 3
- Bestial Kin: Your understanding of your inner nature has grown, giving you a great degree of control over your abilities. You can transform into normal relatives of your were-form at will (i.e. without the enhanced size, hide, and natural weapons of True Were) and communicate with them in either your hybrid or beast forms. You may also partially shift to only change certain body parts (e.g. claws, ears, a tail).
When in trouble you can call on up to two beasts of your type to aid it in combat, either from the wild or from your companions including other weres, (IE: Canines for werewolves, Felines for werecats, etc.).
- Instincts: As the True Were becomes more in tune with their nature, they find themselves able to instinctively focus their senses to their surroundings with results varying dependent on whether they're Savage, Feral, or Primal.
- Savage Instincts: While transformed and in combat, you operate mostly on animal instinct. These instincts are enhanced at this level making it impossible to surprise the Savage Were as long as the person has a physical form. This also gives them the ability to fight invisible enemies without any penalties as long as the invisible person is within twenty-five feet of them. The Savage Were will however be slightly easier to distract in a fight.
- Feral Instincts: When in a fight, your focus is nigh unshakable. You can hone in on whatever enemy you’re currently focusing on, unable to be distracted from attacking for two posts or until your enemy has been defeated or killed, making you temporarily immune to distraction abilities. The attacks of the enemy you’re focusing on are moderately easier to dodge than usual, including spells that specifically target you. Your focus shifts only when the effects of this ability have ended. This ability can only be used once per enemy.
- Primal Instincts:You can now focus on a single sense: sight, hearing, scent, touch or taste. The chosen sense is three times as strong as normal. It lasts until dismissed or another sense is chosen. Those with journeyman concentration can enhance two senses, those with expert can enhance three senses and those with master can enhance all their senses. Enhanced senses can prove to be a drawback. Example: Having greatly enhanced sense of smell would allow you to track someone much more easily, but very strong odors could stun or repel you. Enhanced hearing would allow you to catch the faintest sounds....but a shouted words or other sudden, loud noise could temporarily deafen you. Attacks that focus on sensory input will do triple damage while using Focused Instincts.
Level 4
- Sixth Sense: You have developed the ability to detect the presence of others that are nearby but are using their Stealth skill and/or other concealment abilities. When you stop and focus, you can detect others using Stealth at Expert level or lower; you can detect others using other concealment methods as well, although some (like the Invisibility spell) will prevent certain senses (sight, in this instance) from detecting them. Shadow Dancers and those with Master Stealth can elude your Sixth Sense ability entirely. This ability cannot be used while in combat.
- Wild Call: The True Were can unleash a loud bestial sound into the air, carrying direct effects into a fifty foot radius and signaling all who can hear it to your presence if not already aware. Enemies who hear your call will be struck with a sense of dread while allies will feel more at ease. This ability can counteract the effects of morale-boosting effects on enemies and fear-inducing effects on allies.
Level 5
- Child of the Moons: Whether the Were chooses to stay beneath the soft glow of the moons or walk a path illuminated by the sun, they do not forget their children. The True Weres at this point gain a nonmagical rage state that they can access when needed, granting them a temporary surge of power to help them survive and win their battles.
These rage states cannot be used at the same time as rage abilities from other sources such as Raging Berserker. These rage abilities can only be used once per combat and will last for four posts. These abilities can only take place in your hybrid or beast forms; if you are in any other form when you activate these ability you will immediately shift into either your hybrid or beast form. After these rage states end, you will lose your ability to nonmagically regenerate from your wounds until combat ends.
- (Savage) Moon Frenzy: In times of desperation, the Savage Were can give into their violent instincts and fight without thought. The were will have no concept of friend or foe, enemy or innocent, growing an additional size category in either their beast or hybrid form, (ie: Medium-Large unshifted to Large shifted to Huge while Frenzied.) They will gain strength equivalent to Draconic Might as they follow only the following goals: survive and kill. They are still inhibited by the physical effects of wounds, but ignore the pain from medium and light wounds and resist the pain of major wounds as they are lost in pure bestial rage. An appropriate Animal Charmer or master of the Handle Animal skill can prevent themselves from being the target of a Frenzied were unless they are the only possible target, or can make themselves the primary target if there are others.
After using this ability the Savage Were will be severely exhausted and return to their original size.
- (Feral) Moon Madness: Your hybrid form can unleash a tremendous amount of power and ferocity when need be, allowing you to overcome even the most daunting foes. Your strength and speed increase equivalent to Haste and Bull’s Strength; your hybrid form will be resilient enough during this time to mimic the protection value of beast hide armor. Unfortunately, being filled with this much power tends to overwhelm your body while numbing your mind; while active, this ability reduces your ability to think critically and become reckless, increasing your offensive abilities by one and decreasing your defensive abilities by one, though there is no level above master. Although you are aware of what you are doing, you have difficulty stopping yourself from doing things such as attacking allies that get in your way or killing enemies or targets that you might need to keep alive. Only people you have a strong emotional bond with (e.g. very close friends, favoured family members, lovers, spouses) are able to be distinguished as completely non-threatening by your animal instincts and attempt to tame you while in this state.
After the ability has ended, you will be greatly exhausted.
- (Primal) Moon Fury: There is no denying your primal rage, but you will not let it consume you. Instead you will use it to spur you forward, to accomplish whatever task you must, to protect whatever lives you must, and to end whatever you must. You do not grow physically stronger, faster, or tougher, but your natural senses and instincts become heightened to an extreme, allowing you a complete awareness of up to twenty feet around you, including even the positions of Masters of Stealth and Shadowdancers. You also become temporarily immune to psychic and psychological effects, such as telepathy, fear, and suggestion.
Once this ability is over, the Primal Were will be moderately exhausted, able to continue fighting without too much trouble, but only at a diminished state.
Edited by Logan, Mon Mar 5, 2018 9:51 am.
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