Bite Me! Weremantises (PFRPG) PDF

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Bite Me! Weremantises is Guaranteed to Bug Your Players

Not all lycanthropes are soft, furry, and oh so romantic. Some are covered in spiky natural armor, with insectile mandibles capable of biting a head off—and with a temperament that makes the head-biting thing a genuine concern.

Bite Me! Weremantises is an 18-page supplement describing a race of shapechangers who transform from graceful, cultured people into giant, deadly, cannibalistic insects.

Bite Me! Weremantises Contains:

  • Rules for creating weremantis characters using the Bite Me! lycanthrope system, including new racial traits, archetypes, and feats
  • New weremantis spells (from bleeding strikes to ten-thousand bites), magic items (from abduction gloves to the mask of divine right), and equipment (from beetle powder to slaver's darts)
  • Details of weremantis society, a lycanthrope nation that can be incorporated into any campaign
  • Two completely statted (in both human and giant mantis forms) ready-to-use NPCs.

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An Endzeitgeist.com review

3/5

This installment of the Bite Me!-series clocks in at 22 pages, 1 page front cover, 1 page editorial, 2 pages of SRD, 1 page advertisement, leaving us with 17 pages of content, so let's take a look!

I won't lie, I really am excited about weremantises - there is something utterly cool and alien-esque inherent in the concept...so what is the mechanical frame-work like? Racial-stat-wise, weremantises receive +2 Dex and Con, -2 Int, making them lopsided and geared towards the more physical pursuits. They are treated as both shapechanger and a chosen humanoid race for all effects and purposes of vulnerabilities to type-specific effects. They are medium and gain lycanthropic empathy when interacting with mantis-like beings, +2 to Perception and Survival and gain a beast form transformation into a giant mantis; this alternate form can be maintained for Constitution modifier + character level hours a day, minimum 1. On a nitpicky side, the rules-text does uncharacteristically refer to abbreviations instead of the full attributes and isn't consistent in that regard, using allcaps once and just "Con" in another. This is purely aesthetical, as far as glitches are concerned, though. They gain DR 2/silver that scales with level progression up to DR 10/silver when in hybrid or beats form and are vulnerable to wolfsbane and take extra damage from silver, also losing any DR to it.

While I'm not a fan of the lopsided component, I actually really like the weremantis here; beast form's basics and 7th level-progression are accounted for, just fyi...and it is here that I consider it to be pretty brutal, with base lunge from the get-go. Also: Grab added to claws. Somewhat odd: The beast form/companion-stats provided here have no header, which looks a bit abrupt. Depending on the game's relative power-level, that may cause problems, but as a whole, the weremantis as presented here would be allowed in most of my games. As a minor nitpick, I do think that it would have behooved the weremantis to have some unique tricks to set them apart beyond those gained by the beast shapes...wolfsbane vulnerability feels weird to me. No specific age, height or weight-table is provided.

A rather cool component of this pdf would most certainly be the fact that, in flavor it also takes a step beyond the well-tread concepts of lycanthropy, with society being matriarchal (obviously) and an empress ruling over the weremantises. Thus, typically race traits are a more complex component than usual, with males and females getting different race traits (and yes - traits for both genders are included and you may disregard that divide) - from being lethal seducers and growing up as privileged to being revolutionaries, the traits use the correct bonuses, are balanced and fun. No complaints.

The gender-divide resulting from their societal structure also extends to the archetypes - females can become alchemical lycanthropes (or were-alchemists, as the actual, non-header text calls the archetype...odd discrepancy...), which replaces bombs with gaining class level evolution points while in hybrid or beast shape. A discovery grants an extra evolution point and 11th level adds transmogrify as a bonus extract. The Mantis Exile rogue male adds Fly to his class skills and 6 + Int skills per level. This slight decrease in versatility is explained quickly by the power of the ability granted instead of trapfinding: You get +1/2 to initiative and may always act in a surprise round, though you remain flat-footed until you act. Instead of trap sense, the archetype gets +5 feet movement, +5 every 3 levels thereafter. Never combine that archetype with rocket launcher tag high-tier mythic games; apart from that, you should be fine! Both genders may become mantis monks, who also gain Fly as a class skill and gains Feral Combat Training (claws) instead of 1st level's bonus feat, explicitly allowing for the use of claws in conjunction with flurry of blows. 2nd level provides a monk's unarmed attack progression for the claws instead of that level's bonus feat and 4th level and 8th each increases maneuverability while flying.

The pdf also features a subdomain of destruction, consumption nets 8th level and higher characters the benefits of death knell after consuming sentient creatures. The pdf provides favored class bonuses for the Core, APG and UC classes as well as magus - no complaints here, apart from the cosmetic deviation of italicizing class names instead of bolding them. The pdf also features a total of 8 feats - on a nitpicky side regarding formatting, a couple of them have the (hands) or (wings)-subtype I have never seen a feat have. Stealth-enhancing coloration that can be upgraded to apply to more terrains apart from forests, skill bonuses, an upgrade to Mantis Style...the feats are solid, I guess, but don't expect to be blown away here...mostly, they're pretty cookie-cutter.

The same can thankfully not be said about the equipment: Drugs made from powdered beetles, mantis robes, functional roped darts with barbed hooks to keep slaves in check...the items are winners and pretty cool. 5 magic items accompany their more mundane brethren and range from temporary paralysis-inducing gloves (actually balanced via low DC and duration), vermin shaping amulets, thrall collars and an emotions-calming ring that may well keep the over-enthused mantis-bride from eating you. Emphasis on the "may". Artifact-wise, the mask of perhaps the first weremantis, powerful, yet inducing cannibal urges, can be found and interacted with - and I like its potential. A total of 4 spells complement the rules-section here: Adding scaling bleed damage to natural attacks, generating a body-dissolving mist, causing creatures to prostrate themselves or calling forth mantis swarms - all are pretty evocative in the visuals used.

The pdf concludes with 2 sample weremantises, both of which feature statblocks for all their forms - Yelok is a fighter/rogue (mantis exile) at CR 9, while Ziang is a nitojutsu sensei samurai at CR 12. Both come with extensive background information as well as neat schemes and plots to use them in your game.

Conclusion:

Editing and formatting are okay, but not as tight as usual for Misfit Studios - there are some internal inconsistencies here and there in formatting, which, while mostly cosmetic, are a tad bit annoying. Layout adheres to the full-color two-column standard used for the Bite Me!-series and the pdf features several really nice original pieces of weremantises, with only one of them being one that I have seen before. The pdf comes fully bookmarked for your convenience. One note - as per the writing of this, the usual, more printer-friendly version of the pdf is not included in this one's deal.

Adam Meyers and Robert H. Hudson Jr. deliver a pdf that has left me torn; on the one hand, I absolutely love what was done here regarding culture and visuals - there is some seriously cool adventuring potential to be gained from consulting this pdf. At the same time, I was pretty underwhelmed by several of the mechanical components, which felt like filler to me - particularly back to back with the cool items and intriguing culture. In the end, this pdf felt weird to me: You have this inspired, cool concept, a great culture/race and then, those oversights. As a whole, this installment feels rushed and less precise than usual for the series. Beyond that, the pdf oscillates between "awesome and cool" and cookie cutter designs. There are some true gems in here and concept-wise, this most certainly is my favorite in the series (at least among those I've covered), but quite a bunch of minor hiccups do accumulate. My final verdict, hence, will clock in at 3 stars, though I really wished I could give this the 5 stars that the concept deserves.

Endzeitgeist out.


New Lycanthropes

4/5

This is a review for 'Bite: Me: Weremantises', a supplement by Misfit Games. I'm not a native speaker (I'm German), so I may have fumbled my language skill checks from time to time. Give me a note if I wrote something wrong and I'll try to make myself more clear.

'Weremantises' has a about 16 pages with some pics (and an OGL and so on).

After a few short words in general we are in for the Weremantis Racial Traits, which are nicely done without much surprises, except for their vulnerability to wolfsbane, which seems to affect many werecreatures, and their not suffering from full moons, which is odd for lycanthropes. Their beast form has a 7th level advancement like an animal companion which is not canon also, and the +8 on strength coming with this advancement feels a bit sudden, even if other things don't level up that much. A longer stretch would have been better in my eyes, like a +1 strength every other level or something like this. Getting large size and having lunge from the beginning gives a weremantis in primal form a lot of reach, and I see Combat Reflexes getting combined with this a lot even with Dex dropping by two with the advancement. There is a calculation here like the ARG introduced which settle the Weremantis at 13 RP, with the biggest chunks coming out of Lycanthropic resilences (5) and the Beast Form (6). Vulnerabilities (Silver and the mentioned wolfsbane) are at -6 RP, so you'll get some other stuff also which is counted in.

Now we go to the society of the Weremantis, which is extremly matriarchal (like the real insects, where the female occasionally eats the male) and Lawful Evil. No Team-Jacob-'Twilight' in here for those romantically inclined. The society is well thought out and done, and it is even reflected in the traits which differ between male and female weremantises. Its not easy to drop this society into an established campaign world, but it is manageable. The supplement suggest an island empire in the south, and I guess in Golarion the Shackles or the Red Mantis could incorporate a society like this.

Next we go to the race traits, which are, as mentioned before, divided between male and female, though some are for both genders. Its mentioned that with reasonable explaination females may take male traits and vice versa, I guess this is to appease some gender-sensitive people, but the difference between males and females make a lot of sense in a society based on the real world insect which differs from humans in many aspects. The three traits for both genders do feel a bit bland in my eyes consequently, but the gender-specific traits carry lots of fluff while having solid to good crunch also. This page is one of the best regarding the topic of traits I've seen in a long time.

The three new archtypes coming next are also divided by gender, but they fall short in my eyes. The Alchemical Lycanthrope gets an evolution point per level to modify herself, which is too strong for me. The Mantis exile is quick and can't find traps, thats all that changes. The Mantis Monk is just an adaption to the insectile form. All three archtypes are a quarter page only, which shows how few adjustments are made. The new Consumption subdomain reflects that mate-eating habit, but is a bit bland. Finally, the Weremantis favorite class benefits don't show the new ACG classes. Aside from this they are okay, though I don't get why Weremantis Inquisitors can be better with Knowledge or why Weremantis Oracles can avoid negativ impacts from curses so well. These benefits could have been more tied to the society the weremantis live in.

Now we'll come to the race specific feats, and we get eight of those. All are short, half a page all together. Two of those are about skill boni, but the other six are nice and well adapted to the mantis-theme.

The three equipments are a mixed bag again, Beetle powder is a drug with Cha damage as drawback (among others), which doesn't fit into the weremantis society as written since charisma is valued there. The Mantis Robes are great in fluff and crunch, while the slaver's Dart is nice, though the hybrid form isn't adressed regarding fitting it on the wrist.

The next topic are magic items, here we get four and an artifact. The amulet is a good item for werebeasts and normal species, the Ring of the Lover is great since it adresses a major problem the weremantis society has and I like good fluff. I'm on the fence with the gloves and the collar. While I assume a mantis could wear gloves, being able to will them to do something is a bit unspecific. Is it a free action? Swift? With the collar I wondered wether the additional saves are added toward the daily saves in regard of breaking the control. The artifact can be much fun for the GM to play with.

Now we have four racial spells, all of them good, I especially like the Cleansing Mist spell which has connections to the Red Mantis of Golarion. One spell summons a swarm of, you guessed it, mantises, and is aptly named 'Ten-Thousand Bites'.

Last but not least there are two weremantis characters, fully presented including their three forms (human, mantis, hybrid) and tactics, making use of the archtypes presented in the supplement and presented with pictures and even schemes and plots. Very good indeed, though there is a combat feat presented which is way too strong in my book, especially if the iterative attack penalty is -3 instead of -5 cumulativ (the text is unclear in this regard). The first attack of a fighter almost always hits, so the drawback of the feat is really minor.

Conclusion:
We get a well thought out new player race in this supplement, with a matching and well done society. Its a bit on the strong side though, with a high and abrupt power increase at level 7. With other features we have ups and downs, very good traits on one hand, bland archtypes on the other, but all in all there are lots of informations and ideas in this supplement and most of them are really well thought out with lots of supporting fluff to the crunch. Most of the things I critized can be easily adressed by the GM, so you may rate this supplement higher, but I'll for now settle in at 4 out of 5 stars.

Have fun!


Community Manager

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Reviewed. Have fun!


Thanks for the review, Oliver - I'm glad that you liked it!

The Exchange RPG Superstar 2010 Top 32

Lol, like Meet the Applegates? Sweet!


Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS, etc.

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1 person marked this as a favorite.

Thanks for the review!

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