| CylonDorado |
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Ok, so my secondary role-play group of friends (the ones who meet much less frequently, but who are much better at it) are starting their first Pathfinder game. They're converting their characters from this barebones, simple game called Gates and Gorgons. And in that game, there's a were-wolf thing called a Gylf, and the DM made this for them (copy/pasted from facebook):
The Gylf-Wolf: Racial Traits 1 through 7 (edit: except 5) applies when in human form or wolf form. 5, 8, 9, and 10 apply when in wolf form only.
1. +2 Dexterity, +2 Constitution, +2 Wisdom. NO PENALTIES TO ABIITIES. Gylf-Wolves are quick, durable, and perceptive.
2. As a Medium creature, Gylf-Wolves get no bonuses or penalties due to size.
3. Movement 30 feet.
4. Gylf-Wolves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions.
5. +2 racial bonuses on Listen, Spot, and Survival checks: Borrowing from their wolf bond, Gylf-Wolves have an acute perception of their surroundings and double their Wisdom bonus when tracking.
6. Languages: Common and Wolf.
7. Bonus Languages based upon Intelligence: Dwarven, Elf, Goblin, Halfling, Orc, Sylvan.
8. Movement 40 feet.
9. When in wolf form their attack routine is either 2 claw attacks per round (1d6 + Strength mod) OR 1 bite attack (1d8 + Strength mod).
10. Trip tactic: a hit with a bite attack (no damage) can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Gylf-Wolf.
LIMITATIONS: Gylf-Wolves can only choose the Fighter, Barbarian, or Ranger classes. Whenever the character wants to shape change, they have to get nude or they will rip their clothing apart. Gylf-Wolves cannot use any weapons when in wolf form. If armored, the character must take it off because they are changing into human sized four legged wolves. When in wolf form the character can only speak wolf. However, he or she can understand other languages.
I thought maybe I could still be a decent half-orc, since I could technically crank up the strength higher then this thing, but... we're rolling for stats and I have no idea what I'm going to get. And since this thing gets +2 to 3 stats (save stats no less), I feel like it would be foolish to do anything else.
On the one hand, unless I don't care about my armor and weapons, I'd never really use the wolf thing. So effectively, it gets no race features besides really good stats. But... that's a net +6 over a normal races +2. Gawd.
Should I recommend a tone down? The only person running one will be a ranger, the one thing that a power gamer would make after looking at these stats, so my gut reaction is that this is cheese. I'm just worried about it, since most people in this group are very casual and RP focused, and it would super unbalance things if that one ranger is way more amazing.