| Alessandro Franzen |
Hello,
I want to ask about the Werecreature rule and how this work with the monk class.
We had a monk character that get the werebear curse in my campaign. The character can use all their normal unarmed attacks and feats when the GM cotrol the werebear in hybrid form?
Just need a clarification of the rules about it because, when I read it, there is only said the afflicted character gains the beast and werecreature traits.
Thanks in advance,
| shroudb |
(Sorry, I am still stuck on why the GM is controlling the character in hybrid form…)
Curse of the Werecreature (curse, necromancy, primal) This curse affects only humanoids. Saving Throw Fortitude DC is the standard DC for the werecreature's new level – 1. On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn.
as for the actual OP question, the character is assumed to be going on a rampage (hence why the GM is controlling him), so anything needing more thinking than what you do in a blind rampage, should be out of the question. Althoug monk abilities like fater movement, or their athletic prowess, or even some stances, do make sense to still be used imo.
Taja the Barbarian
|
Ah. I thought “hybrid” meant something else then. Though to be fair, the rules quoted don”t mention “hybrid” at all.There is just more than one rule in play here:
Bestiary pg. 328 ...Source
Werecreature Abilities
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Change Shape [one-action] (concentrate, polymorph, primal, transmutation) The werecreature changes into its humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is its hybrid shape. In humanoid shape, the werecreature uses its original humanoid size, loses its jaws and claws Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by its claw. In animal shape, its Speed and size change to that of the animal, it gains any special Strike effects of the animal that it didn't already have (such as Grab), and it loses its weapon Strikes.
Curse of the Werecreature (curse, necromancy, primal) This curse affects only humanoids. Saving Throw Fortitude DC is the standard DC for the werecreature's new level – 1. On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn.
Moon Frenzy (polymorph, primal, transmutation) When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws Strike (or a similar Strike) by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is fatigued for 2d4 hours.
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During a Full Moon, 'Moon Frenzy' automatically forces the character into Hybrid from, while 'Curse of the Werecreature' can give the GM control if the PC fails their Fortitude Save: Two separate abilities with the same trigger...
| OceanshieldwolPF 2.5 |
Seems poorly written to be honest.
Change shape mentions three “shapes” - humanoid, hybrid and animal.
Curse of the Werecreature only mentions that it will “turn into the same kind of werecreature until dawn” without tacitly mentioning which of the three shapes . Though one could draw a conclusion that it *would* be the hybrid given Change shape mentions “ A true werecreature's natural form is its hybrid shape”.
Moon frenzy tacitly and explicitly mentions the hybrid form.
Seems like Curse of the Werecreature should just state “assume the hybrid form of the werecreature type that it is” or similar. I’m a bit of a literalist so the way the rules are written often confuse me not just by the way they are written, but by the way they sometimes aren’t written.
Beyond all that, it seems incredibly odd to have the GM “control” the player’s character for half the night. I would just have them wake up with a terrible blood-over and find out by the local constabulary or their friends the investigating do-gooders that odd…things happened and they need to report to be charged or make it out of town quicklike.
Taja the Barbarian
|
...
Seems like Curse of the Werecreature should just state “assume the hybrid form of the werecreature type that it is” or similar. I’m a bit of a literalist so the way the rules are written often confuse me not just by the way they are written, but by the way they sometimes aren’t written.Beyond all that, it seems incredibly odd to have the GM “control” the player’s character for half the night. I would just have them wake up with a terrible blood-over and find out by the local constabulary or their friends the investigating do-gooders that odd…things happened and they need to report to be charged or make it out of town quicklike.
The 'Curse' (losing control) is resistible, while 'Moon Frenzy' (stuck in hybrid form) is not, so splitting them into two separate abilities makes some sense.
As for the GM's control, it is basically what you are suggesting but with the understanding that PCs tend to hang out together and may well notice when one of their teammates turns into a large bear-human hybrid and starts attacking everyone, so the GM may have to actually run a combat or two with control of the character...