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[a]True Were [Branching]
Topic Started: Sun Jan 14, 2018 3:21 pm (688 Views)
Logan
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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 OneLevel TwoLevel ThreeLevel FourLevel Five
Buying60
Selling50
Buying75
Selling65
Buying75
Selling65
Buying90
Selling75
Buying120
Selling100


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
Edited by Logan, Wed Jan 24, 2018 6:02 pm.
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¤Ozan[Adm]
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I told Ogi in the Cbox that I was willing to take a look at this, since I know you veteran reviewers might go postal if you have to do True Were one more time. Don't worry about it, friendos.
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Aeyliea
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Please do me a solid, Ogi, and put the three cprcs being merged in this thread, spoilers, if you could.
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Logan
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added them to the bottom of the original post
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Aeyliea
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That k you, Ogi. I will take an in depth look at this when I get back to my comouter at hoke, but preliminarily, i do jot think there will be a problem doing this.
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Logan
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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 OneLevel TwoLevel ThreeLevel FourLevel Five
Buying60
Selling50
Buying75
Selling65
Buying75
Selling65
Buying90
Selling75
Buying120
Selling100


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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Snellopy[Adm]
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Sorry it took so long to get to this, mate. It looks like an absolutely rock solid job of smushing them together, with the changes being minimal (and quite sensible in their application). I am all for it.
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Snellopy[Adm]
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Congratulations! Your custom Prestige Class has been accepted, mate. A staff member will post a copy of the final PrC in the Accepted Custom PrCs forum so you and anyone else can start buying levels.
Edited by Snellopy, Fri Apr 6, 2018 1:31 am.
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