Jay Fisher / LSJ Coordinator's page

1 post. Alias of Jay Fisher - LSJ Coordinator.

Pathfinder Rulebook Subscriber

One thing that I noticed was the exclusion of special materials in the process of magic item creation. While there are specific pre-made items of adamantium, mithril, cold iron, etc., there isn't any updated rules based on these materials for Pathfinder. Will this be included at a later date or are these rules fine as they are and do not need any change?


Pathfinder Rulebook Subscriber

First off, I would have to say that I love the Sorcerer Bloodlines. That said, I felt that while many were made available to us, one category was left out: Lycanthropes. Here is my idea on what it could look like based on the trend of the other bloodlines. Enjoy.

Jay Fisher

Lycanthrope Bloodline
At some point in your family's history, a lycanthrope interbred with your bloodline, and now its power flows through your veins. The type of lycanthrope would be determined by the alignment of the sorcerer based on the chart below.

Class Skill: Knowledge (nature)

Bonus Spells: cause fear (3rd), bull's strength (5th), rage (7th), charm monster (9th), animal growth (11th), summon nature's ally VI (13th), summon nature's ally VII (15th), animal shapes (17th), shapechange (19th).

Bonus Feats: Blind-fight, Combat Reflexes, Diehard, Endurance, Lightning Reflexes, Mobility, Self-sufficient, Skill Focus (Knowledge (nature)).

Bloodline Powers: Lycanthrope sorcerers show increasing signs of their wild heritage as they increase in level. While these traits are simple to hide, a sorcerer can choose to show her traits at any time.

  • Claws (Ex): Starting at 1st level, you can make two claw attacks as a full-attack action. These claws are treated as natural weapons, meaning that you are always considered armed and you do not gain additional attacks for a high base attack bonus. These attacks deal 1d6 points of damage plus your Strength modifier (1d4 if you are Small). At 5th level, these claws are considered magic weapons for
    the purpose of overcoming DR. At 7th level, the damage increases to 1d8 points of damage (1d6 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. This is a supernatural ability.
  • Damage Reduction (Ex): At 3rd level, you gain damage reduction 5/silver. At 9th level this damage reduction increases to 10/silver.
  • Strength of the Were (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and again to +6 at 17th level.
  • Lycanthrope Hybrid Form (Su): At 15th level, you can wildshape and become a lycanthrope hybrid for 1 round per caster level. While in this form, you gain the shapechange subtype and are affected by spells that are normally targeted for those creatures. You can use this ability once per day.
  • Soul of the Were (Su): At 20th level, the bloodline is fully realized. The sorcerer gains a +2 to his Wisdom ability score. In addition, when in hybrid form, a lycanthrope' s physical ability scores improve according to its kind, as set out by the table below.

AL - Lycanthrope - Hybrid Score Adjustments
LG - Werebear ---- Str +16, Dex +2, Con +8
NG - Werelion ---- Str +10, Dex +6, Con +5
CG - Wereraven --- Dex +4, Con +2
LN - Weretiger --- Str +12, Dex +4, Con +6
TN - Wereboar ---- Str +4, Con +6
CN - Werebadger -- Dex +6, Con +4
LE - Wereleopard - Str +5, Dex +8, Con +4
NE - Wererat ----- Dex +6, Con +2
CE - Werewolf ---- Str +2, Dex +4, Con +4

(Note: Yes, there are some non-standard weres listed. Just trying to fill out the list.)