The Nagual, a base class for lycanthropes.


Homebrew and House Rules


1 person marked this as a favorite.

Hi everybody! Today I have for you a spellcasting werewolf, cause why not? My main influence for this class is the druid, sorcerer bloodlines, werewolves and other therianthropes. The name comes from a Mesoamerican word for a shapeshifter. I'm looking for some help on fleshing the class out, and of course making sure it's all balanced and squared away.

Without further ado, the Nagual!

Nagual
For some, lycanthropy is a curse. For the nagual, it is a blessing. Nagual are adventurers who embrace their curse, and learn how to control it, referring to it as a blessing. Nagual can either ritually become a lycanthrope or inherit the ability the old fashioned way, getting mangled by someone already afflicted.
Role: The nagual are varied, their role can change easily based on their affliction. Most tend to be warriors of the wild, prefering to fight in their hybrid forms and using their spells for battlefield control.
HD: d8
Saves: Fort and Ref are good, Will is bad
Class Skills: Acrobatics, Climb, Disguise, Handle Animal, Intimidate, Knowledge (nature), Perception, Survival, Swim

Level - Class Abilities--------Spells Known 0 1 2 3 4 5 6 7 8 9
1st --- Affliction, Shift Pool--------------- 3 1 ---------------
2nd --- Affliction power------------------- 4 2 ---------------
3rd --- Fast Healing I---------------------- 4 2 1 -------------
4th --- Shift Casting----------------------- 4 3 2 -------------
5th --- ------------------------------------- 4 3 2 1 -----------
6th --- Affliction power-------------------- 4 3 3 2 -----------
7th --- Fast Healing II--------------------- 4 4 3 2 1 ---------
8th --- Dire Form-------------------------- 4 4 3 3 2 ---------
9th ----------------------------------------- 4 4 4 3 2 1 -------
10th ---------------------------------------- 4 4 4 3 3 2 -------
11th -- Fast Healing III-------------------- 4 4 4 4 3 2 1 -----
12th -- Affliction power-------------------- 4 4 4 4 3 3 2 -----
13th ---------------------------------------- 4 4 4 4 4 3 2 1 ---
14th ---------------------------------------- 4 4 4 4 4 3 3 2 ---
15th ---------------------------------------- 4 4 4 4 4 4 3 2 1 -
16th -- Fast Healing IV--------------------- 4 4 4 4 4 4 3 3 2 -
17th ---------------------------------------- 4 4 4 4 4 4 4 3 2 1
18th ---------------------------------------- 4 4 4 4 4 4 4 3 3 2
19th ---------------------------------------- 4 4 4 4 4 4 4 4 3 3
20th -- One with the Beast----------------- 4 4 4 4 4 4 4 4 4 4

Spells: A nagual casts nature spells, which he learns through contemplation of his nature and of nature around him. The nagual is a spontaneous spellcaster, he does not need to prepare his spells ahead of time. His spells are drawn from the nagual spell list. To learn or cast a spell, the nagual must have a Wisdom score eaqual to at least 10 + the spell level. The Difficult Class for a saving throw against his spells is equal to 10 + his Wisdom modifier + the spell level.

Like other spellcasters, a nagual can only cast a certain number of spells per day. In addition, he can recieve bonus spells per day if he has a high Wisdom score.

Spells Per Day
0 1 2 3 4 5 6 7 8 9 -- Level
4 2 ---------------- - 1st
5 3 ---------------- - 2nd
5 3 2 -------------- - 3rd
5 4 3 -------------- - 4th
5 4 3 2 ------------ - 5th
5 5 4 3 ------------ - 6th
5 5 4 3 2 ---------- - 7th
5 5 5 4 3 ---------- - 8th
5 5 5 4 3 2 -------- - 9th
5 5 5 5 4 3 -------- - 10th
5 5 5 5 4 3 2 ------ - 11th
5 5 5 5 5 4 3 ------ - 12th
5 5 5 5 5 4 3 2 ---- - 13th
5 5 5 5 5 5 4 3 ---- - 14th
5 5 5 5 5 5 4 3 2 -- - 15th
5 5 5 5 5 5 5 4 3 -- - 16th
5 5 5 5 5 5 5 4 3 2 -- 17th
5 5 5 5 5 5 5 5 4 3 -- 18th
5 5 5 5 5 5 5 5 4 3 -- 19th
5 5 5 5 5 5 5 5 5 4 -- 20th
----------------------------

Affliction: At first level, a nagual either selects his affliction, choosing what kind of lycanthrope he becomes. Each different affliction is tied to a different animal, which affects their forms and grants unique powers. Your affliction grants you two additional forms known as your shift forms, the first being your hybrid form and the second being the animal form. Spells cannot be cast when in your animal form.

Shift Pool: At first level, the nagual gains the ability to shift at will between his three forms - human, hybrid and animal - by spending points from his shift pool. The nagual's shift pool is equal to 1/2 their level plus their Wisdom modifier, mininum of 1.

It costs one point to shift and shifting is a full round action. At 7th level shifting takes a standard action, and at level 14 it becomes a swift action.

Fast Healing I: At third level, the nagual begins to recovery from injuries more quickly. He gains one hit point per round. He cannot exceed his maximum hit points, and this only works in his hybrid form.

Shift Casting: At 4th level, you can spend a shift point to cast a spell when in in your animal form.

Fast Healing II: At 7th level, the nagual gains two hit points per round. He cannot exceed his maximum hit points and this only works in his hybrid form.

Dire Form: At 8th level, the nagual learns how to take on a dire form. By spending a shift point, he can transform into a dire version of his affliction animal, granting him increased abilities over his animal form while in this state. However, he cannot pass for

Fast Healing III: At 11th level, the nagual recovers three hit points per round, but cannot exceed his maximum hit points. Fast healing can only be used in his hybrid and dire forms.

Fast Healing IV: At 16th level, the nagual recovers four points per round when fast healing, but cannot exceed his maximum hit points. Fast healing can only be used in his hybrid and dire forms.

One with the Beast: At 20th level, the nagual has mastered his affliction and gains the benefits of his animal form while in his human form.

Fast Healing V: The nagual heals five hit points a round, up to his maximum hit points. He can heal now in all of his forms.

Scent: You gain the scent ability in your human form.

Natural Attacks: You gain the natural attacks of your animal form while in your human form.

------------------------
I currently have only one affliction partially written, any suggestions on additional powers or what have you is welcome. As are suggestions for additional afflictions, I'm planning on making an affliction for each type of lycanthrope available in the game, as well as one for coyotes (since they are the most common shapeshifter in North America and a trickster sounds like fun). Any additional afflictions are welcome, as are any archetypes. I'm thinking of a pack-master archetype that drops spells and grants two animal companions of your affliction type.

Affliction of the Wolf:

The wolf is as much a part of you as anything else.

Animal Form:
You take on the form of a wolf, your body contorting painfully in the process.

In your animal form you can't talk, which impedes your spellcasting ability. The nagual gains the following benefits in his wolf form: +2 natural armor bonus, a natural bite attack that does 2d4 damage, the scent ability, +2 Perception bonus, +10 base speed bonus, and a +10 bonus on disguise checks to pass as a normal wolf.

Hybrid Form:
Your body contorts and breaks as bone and muscle shift, making you taller and stronger, as dark fur covers your body and your head shifts from that of a man to that of a wolf.

In his hybrid form, the nagual takes a -10 penalty on disguise checks to pass as a member of the player races. He also gains the following: +2 natural armor, natural bite attack that does 1d4 damage, the scent ability, and a temporary +2 bonus to his Strength, Constitution and Dexterity ability scores.
In addition, as he levels up the nagual gains the following abilities.

Jaws of the Wolf: Starting at second level, the nagual's bite attack does additional damage. At second level, he does an additional 1d6 damage with his bite attack. This increases to +2d6 at 4th level, +3d6 at 6th level, and so on.

Frightening Growl: At 6th level, the nagual can let out a low, gutteral growl. When doing so, roll to intimidate, targeting a single enemy. On a successful check, the target of your growl is shaken for 1d4 turns. You cannot use this ability if you cannot speak, such as if you are under the effects of a silence spell.

At 14th level, you can target all enemies in your line of sight that can hear you.

Howling at the Moon: At 12th level, the nagual can let out a deafening howl, creating a cone of sonic energy that deals 2d6 damage to anyone in the path.


Seems decent.

Needs a claw attack.
Howling at the Moon is a joke ability.
Free fast healing at level 3 is going to upset some people (because they don't understand the game).


You know, I don't understand why a werewolf ever got a claw attack.


LOVE this! Ill playtest this next week.

RPG Superstar Season 9 Top 16

1) A spellcasting werewolf is a cool idea. However, a big problem with the class as a whole is that you're narrowing the concept way too specifically. I could honestly just play a druid skinwalker. This honestly feels like it should be a sorcerer bloodline.

2)Nature spells? A new type of spells? I'm not completely opposed to making new spell types, but I would think even spells derived from nature or the world would still be arcane or divine. If you introduce a new type of spell, I recommend adding rules to it. Arcane, divine, and psychic spells all have unique rules

3)Shifting class feature needs clean up. There's no indication how long a form lasts. Shifting into the wolf form should function like beast shape -- don't make up a bunch of new rules about shapeshifting into an animal when there's already abilities that standardize it. The ability score increases to the hybrid form need to be typed.

4)Why would you ever NOT be in hybrid form?

5)The wolf abilities are kind of meh. Frightening growl's Intimidate check needs a DC. This ability would probably work better as a saving throw thing or use the demoralize rules. Howling at the Moon feels cartoonish and has no specifics on how it works. No mention of range. No saving throw.

6) Constant fast healing is both broken and very boring since passive abilities are rather dull. If you want an ability to reflect lycanthrope's regeneration, consider gating it with resources. You could have a class feature where every time they cast a spell, they gain fast healing for a couple of rounds depending on the spell's level.

7) They have absolutely no class features related to their spellcasting despite being a 9-level spellcaster. In fact, their signature class feature disables them from casting spells.


Perhaps you could use your Shift Pool to trigger fast healing?

Full casting is a big deal, and I think you might be able to have a more interesting class by being a 3/4 BAB 2/3 caster, or a full BAB 1/2 caster. As a full caster, this class would be unique in not having a bonus spell list (school specialization, bloodlines, domains, spirits, patrons, mysteries). If you're going to be a full caster, you should work that in. And maybe consider your other forms to be Wild Shape for the purposes of feat prerequisites.


Pathfinder Lost Omens Subscriber

change your affliction to rounds or hours per day so that this isn't a single level dip.(instead of using shifting points) :P

4rth level gain ability to cast spells... you already can cast spells you just need to be able to speak to cast ones with verbal components.

other than that it feels kinda really really focused and doesn't have enough class features to do much besides transform and cast druid spells.


Thank you to everyone for your timely responses! Now for some thought clarifications.

Casual Viking: Thank you very much. Decent is as best as I could have expected for the first draft. I didn't give them a claw attack because neither the wolf nor the werewolf have one. I'm expecting the Aspect of the Bear will though, and this will also help to differentiate them. The name may be a joke, but I was staring at the werewolf trying to glean some ability from it that wasn't biting or cursing, and I thought to myself "well wolves howl. Maybe sonic damage?" They just don't get a lot. How will free fast healing upset people?

Azten: Yeah I thought that was weird too.

Lastoutkast: Thanks! Feedback is appreciated, so let me know what happens.

Cyrad:
1) It's not just werewolves, but I get your point. A sorcerer bloodline would be really cool to see, but I want a whole class for number reasons.

2) Sorry about that, my games have five types of spells not three, for standard Pathfinder consider that to say Divine instead of Nature.

3) Noted. First, the ability score increases might change from affliction to affliction. I pulled those from the difference between a werewolf's human form and hybrid form in the bestiary. I expect they will mostly be similar among other lycanthropes, but I haven't looked yet. How's this for a clean up?

Shift Pool:

At first level, the nagual gains the ability to shift at will between his three forms - human, hybrid and animal - by spending points from his shift pool. The nagual's shift pool is equal to 1/2 their level plus their Wisdom modifier, mininum of 1. A nagual can stay in his hybrid or animal form for 1 minute per class level before shifting back to human. His affliction determines and limits the animal the nagual shifts into.

It costs one point to shift and shifting is a full round action. At 7th level shifting takes a standard action, and at level 14 it becomes a swift action.


I feel like I should include something about what happens to your clothes and equipment. In your hybrid form you might need it, but in your animal form you wouldn't and would probably not be wearing some of it for some reason or another after shifting. Should it shift magically with you, clothes becoming fur, or just drop?

4) Added a time limit to restrict it, but also because people dislike werewolves and would probably call the guards if they saw one strolling into town.

5)I know. It was hard thinking of any. As for the check DC, maybe 10 + 1/2 class level + Wis mod? And Howling would be a 30' cone with the same Will save DC as the Growl?

6) Ok, that seems pretty cool. Something like:

Lunar Healing:

At third level, the nagual regains a number of hit points each time a he casts a spell. The number of hit points regained are equal to the level of the spell being cast. This ability only works if the spell is successfully cast.

7) Well now they have Lunar Healing, and their signature class features only sort of disables their spellcasting ability. They can still cast spells while in hybrid form, and they do get Shift Casting at 4th level that lets them cast spells while in animal form as well.

My Self: I considered having each Affliction have it's own unique added skills and bonus spells. But I'm lazy and didn't do the spell list yet. My working spell list is "Druid-healing spells" until I comb through the books and figure out which ones should be class spells and which should be for specific afflictions. Spending a shift point to activate fast healing does sound reasonable, perhaps more so than the Lunar Healing I just hammered out. I will consider it.

Bandw2: I think I came to a middleground and shifting feels kinda like raging to me now, which I suppose is proper. Pretty sure most spells have verbal components, like somatic ones. It's a pretty popular component, but I haven't done the spell list yet. Maybe something like the Magus's spellstrike ability instead, casting touch spells through your jaws? I don't know how to unfocus it from a spellcasting were-whatever. It is super bare, any ability suggestions?


I just realised that I didn't include a way to regain spent shift points. So this line should be thrown in there:

The nagual regains his spent shift points after eight hours of rest, the eight hours do not need to be consecutive.

The spells per day has a similar missing line of dialogue, which I was thinking of saying:

To regain his spells for the day, the nagual must rest for eight hours.

Thoughts?


Not to be too harsh, but I fail to see how this couldn't be replicated by giving a Druid spontaneous casting. Is there anything else you could do with it? Perhaps make the Shift Pool work more like ki powers combined with revelations? So you'd get a power every other level or every 3rd level or something. You could spend a shift pool point to activate your swift healing for a round/level, or pick up a way to do something else interesting like be immune to poison or get full BAB for a round/2 levels or something.

Also, weapon/armor proficiencies?

RPG Superstar Season 9 Top 16

UsagiTaicho
1) What are the reasons you want it to be a whole class? That's pretty important for figuring out how to better the class as a whole. Otherwise, being a lycanthrope is something that should be left as a race or something.

2) Understood. I've know of several people who make multiple spell types. I personally prefer keeping the numbers low unless there's a mechanical difference between them.

3) The score increases for a lycanthrope come from the lycanthropy template. That's not really something you want to replicate in a class. The rewrite you posted looks better, but it still feels like a more lame/awkward version of wildshape or the skinwalker's racial trait. Also, polymorph effects already have well established rules on how they work. Even lycanthropes indirectly reference the beast shape spell.

5) Those changes to the wolf abilities sound fine.

6) Lunar Healing looks good. There's some room to make it better, but it's fine as is.


My Self: Ah the things you forget when making a new class. For Weapon and Armor proficiencies I would say proficient with all simple and martial weapons, light and medium armor, and all shields but tower shields. Standard stuff for such a caster.

You're right, spontaneous druid with limited wild shape is basically what this class is right now, which is why I would like to flesh it out a bit more and give it some more unique class features. Kinda like the divide between a Wizard and a Sorcerer. Pretty much the same. I want this class to be like the Sorcerer of Druids. Instead of bloodlines, afflictions. And a shift pool instead of wild shape. And a bit more of a martial leaning with the afflictions and natural attacks and what not.

I like your idea of making the shift pool activate ki-like powers or affliction abilities. But I'm running into the same problem of not thinking of enough affliction abilities or additional class features.

Affliction of the Bear:

Bear form
Transforming into a formidable bear, you are truly a magnificent beast to behold.
In his bear form, the nagual gains the following benefits: two natural claw attacks and a natural bite attack that do 1d6 damage each, low-light vision, scent, +2 to their Climb skill, +10 base speed and a +10 bonus on disguise checks to appear as a normal bear.

Hybrid form
Your body seems to increase in size, giving the sensation of power as your skin becomes covered in a thick fur and your neck contorts to support your new ursine head.
In his hybrid form, the nagual takes a -10 penalty on disguise checks to appear as a member of his race. He also gains the following: a natural claw attack that does 1d6 damage, a natural bite attack that does 1d6 damage, low-light vision and the scent ability, a +2 natural armor bonus, and +2 bonus to his Strength and Constition scores. He also, at the appropriate level, can gain the following abilities.

Slam: Starting at second level, the nagual's claw attacks can be used to knock an enemy prone on a successful critical hit.

Bear's Endurance: At 6th level, naguals with the Affliction of the Bear can cast Bear's Endurance a number of times per day equal to their Wisdom mod as a spell-like ability.

Immovable Bear: At 12th level, the nagual gains a +10 bonus to his CMD to resist bull rush and trip attempts.

Hibernation: At 18th level, after a consecutive 8 hours of rest, the nagual gains a +5 morale bonus to his spells' save DC's for the following day.


Ok so I decided to go ahead and throw together another affliction. The abilities are... well they aren't the best but if anyone can think of ways to improve them I am all ears. Also notice this guy has an extra one, which I had intended at least four or five for every affliction.

Affliction of the Wolf:

Pack Hunter: At level 18, nagual with the affliction of the wolf gain the ability to summon 2d4 wolves to aid him in battle. This ability otherwise works as Summon Nature's Ally.

Change Shape:

All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.

So I pulled this off the d20pfsrd after spotting it in my book. It is a universal thing that all lycanthrope monsters get. There is time limit on the forms. I feel like my Shift Pool replicates it well enough. The 1 minute per level is from the spell Beast Shape.

Curse of Lycanthropy:

A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect.

Perhaps this can be a class feature as well, sort of like an Oracle's curse. After all, this is one of the main things about werewolves and other therianthropes. They can pass the curse along.

Lycanthropic Empathy:

In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.

And this one! Definitely this one.

Cyrad:

1) The reasons I want this to be a whole class. Well, you aren't born a lycan. If you are, you're a skinwalker. It's something you become. Much like you aren't born a paladin, but you become one later. Although I can't make the same argument about sorcerers, I would argue that untrained sorcerers are just people with spell-like abilities. So this is a class for those that really want to explore their lycanthropic powers.

Secondly, I'm doing this to fulfill a niche in my homebrew games, for there's a thing with the number five going on with magic. Five branches of magic, each branch has five classes. The other four classes for Nature magic are the Druid, Hunter, Ranger and Warden, all four of which get an animal companion. So this is the class where you are the animal. I was sitting and staring at the list of classes I have written up and struck with the inspiration to make a lycanthrope class. Cause it's not a thing already, at least not one with spells.

2) The difference between magic is largely flavor, unless you count the source as mechanical. Casting stats are shared, spells are shared, even how you get your spells is shared between arcane and divine in some classes, such as the witch. As I mentioned above, there's a thing about the number five, which just sort of happened by accident.

3) My intent for shapeshifting is to replicate the change shape supernatural ability, but for a class. Perhaps the Change Shape power can just be used in place of the Shift Pool, and the Shift Pool can be used to activate shifted powers like what My Self suggested.

6) I'm not sure how to make it better. Maybe if we use Change Shape as is we can make Lunar Healing cost a shift point, so it's an optional thing when you cast spells?


Curse of Lycanthropy can be a spell like Grace of the Champion. Or it could be a class feature like Aura of Justice. In either case, it would let you spend a few of your shift pool points to let your allies shift for a limited amount of time.

At 18th level, 2d4 2nd level summons is really underwhelming. Perhaps a scaling summon ability? So when you can cast SNA II regularly, you get 1 wolf, and as it goes up, you chose to summon more, add free metamagic (maximize, quicken, empower), or add templates (advanced, dire, lycanthrope).


I was thinking of just using it as is. But...

Blessing of the Moon:

At tenth level, the nagual gains the ability to spend shift points to allow his allies to shift into hybrid forms, gaining his bonuses. He must spend one shift point per ally, and all allies must be within ten feet. Allies must shift before the nagual's next turn and the shift only lasts for one minute. Using this ability is a free action.

As for another scaling ability for the Affliction of the Wolf, I'd rather not. I do like the idea of adding templates though, maybe by spending shift points?


Pathfinder Lost Omens Subscriber
My Self wrote:
Not to be too harsh, but I fail to see how this couldn't be replicated by giving a Druid spontaneous casting.

i thought this was the point, as a wizard is to a sorcerer, a druid is to this thing. the power comes from with in and as such he spont casts and has abilities that focus about his powers.


Yes Bandw2, that was my point. Hopefully it stands to be unique enough.


Any updates?


I was waiting for Cyrad to respond. What do you think about Blessing of the Moon? It seems a little nuts to me.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

I definitely could have lived my life without another Carlos Castaneda reference.


Where is the curse, the blood thirsty rage that is at the heart of every lycanthrope?

For me it seems underwhelming.

Maybe I am a glutton for punishment, but I would make everytime you use a shift point, you must beat a will save = 10 + 1/2 level + number of previous shift points spent. If at any time you fail the save or spend your last shift point, you shift to your hybrid form and rage as a barbarian and suffer from confusion. The rage lasts rounds twice your level. The confusion lasts until you make the save reducing the DC by 1 on each round following the first round of confusion, or when the rage ends.

After the rage, you suffer exhaustion instead of fatigue and revert to normal form.


I think the idea of revelations is a great idea. I woould get rid of the spell casting entirely.


LazarX: I have no idea what you're talking about.

Rogar Stonebow: As I mentioned above, it is to fulfill a niche. That's why it has spells. Your idea of making a Will Save or raging with confusion is nice though. I like that. I'm going to post a revision later.


Shift Pool:

At first level, the nagual gains the ability to shift at will between his three forms - human, hybrid and animal - by spending points from his shift pool. The nagual's shift pool is equal to 1/2 their level plus their Wisdom modifier (minimum of 1).

Each time the nagual shifts his form from his race to either his hybrid or animal forms, he must make a Will Save to retain control over his ability. The DC for this Will Save is equal to 10 +1/2 the nagual's class level + the number of spent shift points. Any time he fails this save or spends his last shift point, the nagual shifts into his hybrid form and enters a rage as the barbarian class feature, while suffering from confusion. At the beginning of every round of the rage, the nagual can make a new Will Save check to end the confusion. The confusion lasts until the save is made, or until the rage ends, whichever comes first.

It costs one point to shift and shifting is a full round action. At 7th level shifting takes a standard action, and at level 14 it becomes a swift action.

Just added a paragraph really. Sorry for the delay.


I like it =)


Well thank you Rogar. You should, considering it's almost word for word what you wrote. Have you got any other suggestions? Particularly any Affliction powers?

I would like to take this time to point out that this is a 3/4 BaB class. I don't think I wrote that anywhere above.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
UsagiTaicho wrote:

LazarX: I have no idea what you're talking about.

Rogar Stonebow: As I mentioned above, it is to fulfill a niche. That's why it has spells. Your idea of making a Will Save or raging with confusion is nice though. I like that. I'm going to post a revision later.

You don't? Starting in the late 60's anthropologist Carlos Castenada made a major wave in the New Age, writing a series of books about his purported apprenticeship under a Mexican shaman named Don Juan which spawned almost as many books as the Dune Trilogy. The central figure in the theology of Don Juan was called the Nagual whose mission is to coordinate the activities of a group of specialised shamans to ready them for their passage through the Eagle. The Eagle being a post death figure who examines your life and essentially eats your soul after death. What the Nagual was supposed to do was train his disciples to basically give the Eagle a facsimile which would pass it's scrutiny and allow them to escape that fate.

It's been a couple of decades and I'm sure I have the fine details wrong, but the books were really big in the New Age crowd over the decade or so that Castaneda wrote them.


I have since looked him up, but I arrived at the nagual wikipedia page by way of the werewolf, so I had no idea about him. And I didn't read the page that thoroughly, I just thought, this is a good name.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / The Nagual, a base class for lycanthropes. All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules