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Other Games, Development, & Campaigns => Design, Development, and Gameplay => Topic started by: Cranewings on December 01, 2011, 03:12:25 AM

Title: Werewolves for Pathfinder e6
Post by: Cranewings on December 01, 2011, 03:12:25 AM
Werewolves
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   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
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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