Pathfinder Werewolves


Conversions


I just kind of threw this together, and it has some of my house rules mixed in, but I'm sure if any of you creative types wanted to use it, you could get the idea.

Werewolves

Werewolves have the special ability to assume three different forms. They can become normal humans, direwolves, and hybrids, the last being the most powerful.

Hybrid Form

Attributes
Strength +4, Dexterity +2, Constitution +2

Offensive Abilities
Bite (1d8 + Strength * 1.5 + Trip)

Defensive Abilities
Natural AC +5
DR 10 / Silver / Fire / Supernatural
Regeneration 1 / Silver / Fire / Supernatural

Movement
Speed 50’

Special Abilities and Feats
Scent, Lowlight Vision, Rage, Iron Will

Rage

Werewolves, while in either hybrid or wolf form, can spend “rage points” to increase their abilities.

A werewolf gains rage points equal to his Wisdom bonus +1, adding +1 at each even level.

He gains an additional rage point for each of the following occurrences:

Passing a Willpower Saving Throw
Passing a Saving Throw vs. Magic
Becoming Bloodied
Smelling a Qlippothic Entity
Standing in the light of the Full Moon

Additional rage points gained can exceed the werewolf’s maximum only during the fight during which they are gained. Afterwards, the rage pool is reduced to its normal maximum.

Spending Rage Points

Spending a point of rage is always a swift action. Only one point can be spent at a time. In exchange for a point of rage, the werewolf can do any one of the following:

Regenerate 1d6 points of damage. Add 1d6 at levels 3 and 5.
Add +4 Strength until the end of the scene. Spending additional rage points only adds +2 to Strength.
Add +4 to a single saving throw, before it is rolled.
Automatically succeed in a saving throw versus fear and add +2 Strength.
Take an extra partial action.
Change form as a move action (instead of as a full round action).

Gnosis

Gnosis is a form of magical energy available to werewolves while in their hybrid or dire wolf forms. While in dire wolf form, the werewolf can only spend gnosis on those abilities available to all werewolves. A werewolf gains gnosis equal to his Charisma +1, gaining an additional point at levels 4 and 6. Gnosis regenerates after a long period of rest. All werewolves can spend Gnosis for the following effects:

Detect Magic: The werewolf casts detect magic.

Step Sideways: From a place of natural beauty along a layline or at another place of power, the werewolf is able to travel into the spirit world or back.

Memorize a level 0 or 1st druid spell (at dawn only).

Paths

The following paths each contain a set of spells which can be learned in order by a werewolf from an elder. Anytime the werewolf has a feat, he can choose to spend it to unlock a spell. By spending a point of gnosis, he can cast any spell as a spell-like ability, ignoring any components it may have. These powers can only be used while in hybrid form.

Earth

Magic Stone
Soften Earth and Stone
Stone Shape

Flame

Burning Hands
Produce Flame
Fireball

Healing

Cure Light Wounds
Cure Moderate Wounds
Cure Serious Wounds

Liberation

Remove Fear
Remove Paralysis
Remove Curse

Light

Shield of Faith
Bless Weapon
Searing Light

Nature

Entangle
Bark Skin
Plant Growth

Sky

Obscuring Mist
Wind Wall
Call Lightning

Weaver

Crafter’s Fortune
Web
Hold Person

Wyld

Anticipate Peril
Share Memory
Dispel Magic


I love making things like this. I like what you've done. You have a solid feel for mechanics, though I don't see anything to balance out the template. What do you have to give up for this power?

Also, a bite should be 1d6 unless the creature is large.


neceros wrote:

I love making things like this. I like what you've done. You have a solid feel for mechanics, though I don't see anything to balance out the template. What do you have to give up for this power?

Also, a bite should be 1d6 unless the creature is large.

Eh, I need to put something in there is state that the creature becomes large in hybrid form.

As far as balancing, I'm not big on that. A werewolf is a werewolf. If a player had this, it would represent a pretty heavy change in the game. Everyone would need something.

It doesn't fit into the CR system very well. My gut tells me it is about a +2 per 4 hitdice, max +4 CR, but that isn't really fair sense it will probably start spending feats on low level spells, no matter what class it is.

I have a good deal of other material for super heroes, nephilim and artifact weapons for my heroic bronze age game. I don't have NPCs or characters past 6th level, so a creature like this is really deviating if you aren't ready for it, especially if it has a couple levels of ranger or druid or got forbid barbarian.


You're about right, in regarding LAs. Lycanthrope is +2 LA, +3 if natural. There are ways you can balance it out, though.

Adding built in negatives is a strong balance. Also, requiring them to take a level or two in "werewolf" as a class (with monster equivilent hd, feats, bab, etc) can help.


neceros wrote:

You're about right, in regarding LAs. Lycanthrope is +2 LA, +3 if natural. There are ways you can balance it out, though.

Adding built in negatives is a strong balance. Also, requiring them to take a level or two in "werewolf" as a class (with monster equivilent hd, feats, bab, etc) can help.

Thanks for the help! I may do something with that.


I get a very WOD feel ... I'm not sure how I feel about that but there are some interesting ideas here.


gourry187 wrote:
I get a very WOD feel ... I'm not sure how I feel about that but there are some interesting ideas here.

That's pretty much what I'm seeing. I looked at the old "Races of Faerun" for ideas on converting the template. I do agree with the +2 for Afflicted and +3 for Natural.

Werewolves becoming large when in hybrid? Ehh...I don't know if I'd go there. Keep the stat adjustments, but leave them at Medium size. 50 base speed? Yeah...that is good. If you're going to give them the Rage Points and Gnosis, then you might want to increase the Adjustments to the CR each by +1 or +2.

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