Author Topic: Werebadger  (Read 701 times)

Nanshork

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Werebadger
« on: June 16, 2017, 11:03:26 PM »
Werebadger




Werebadger Prerequisites
To become a Werebadger the character must meet the following requirements:

Race: Any humanoid or giant.
Special: Must have been injured by the natural attack of another Werebadger.


HD: d8

Level BAB Fort Ref Will Special
1 +1 +2 +2 +0 Were Form (Badger), Badger empathy, Lunar body, Badger Build
2 +2 +3 +3 +0 Were Form (Hybrid), Lunar hide
3 +3 +3 +3 +1 +1 Con, Growth, Badger's Den
4 +4 +4 +4 +1 Curse of Lycanthropy, Berserk Rage

Skills Points at Each Level: (2 + Int Modifier)
Class Skills: The Werebadger’s class skills (and the key ability for each skill) are Balance (Dex), Escape Artist (Dex), Listen (Wis), Spot (Wis), Survival (Wis).

Proficiencies: The Werebadger gains proficiency with its own natural weapons, but not with armor or shields.

Werebadger Class Features:

Lunar Body (Ex): The Werebadger retains all of its old racial modifiers and gains the (Shapechanger) subtype. It gains Low-light vision if they did not already possess it. A Werebadger gains a bonus to natural armor equal to its constitution modifier while in Were Form (See Below). While in Humanoid/Giant form the Werebadger gains a bonus to natural armor equal to half its constitution modifier.

Were Form (Su): At first level the Werebadger gains a Medium Badger Were Form. While in Badger form the Werebadger cannot use weapons or do anything requiring the use of hands, but gains two claw natural attacks that deal 1d4 damage, and a bite natural attack that deals 1d6 damage.  While in Badger form the Werebadger’s movement speeds are set to a 30 feet base land speed and it gains a 10 foot burrow speed.

At second level the Werebadger can assume a Medium Hybrid form between its Badger form and its Humanoid Form. While in Hybrid form the Werebadger gains the natural attacks of Badger form re-sized for appropriate damage, as well as the same movement speeds.  However, the Werebadger retains its abilities to manipulate objects, use weapons, and speak.

Assuming Were Form, or dismissing it, is a Full-Round Action that provokes an attack of opportunity. At 7 HD this changes to a Standard Action and at 14 HD this changes to a Move Action, at 20 HD this changes to a Swift Action.

A Werebadger can assume its Were Form 1/day/HD, and can remain transformed indefinitely.

For every level in Werebadger , or for every two in another class, the Werebadger's Were Forms improve as shown below.

Werebadger Level + 1/2 HD of other Levels Ability Improvements
1
+1 Constitution
2
+1 Constitution, +1 Dexterity
3
+1 Constitution, +1 Dexterity, +1 Strength
4
+2 Constitution, +1 Dexterity, +1 Strength
5
+2 Constitution, +2 Dexterity, +1 Strength
6
+2 Constitution, +2 Dexterity, +2 Strength
7
+3 Constitution, +2 Dexterity, +2 Strength
8
+3 Constitution, +3 Dexterity, +2 Strength
9
+3 Constitution, +3 Dexterity, +3 Strength
10
+4 Constitution, +3 Dexterity, +3 Strength
11
+4 Constitution, +4 Dexterity, +3 Strength
12
+4 Constitution, +4 Dexterity, +4 Strength

Badger Empathy (Ex): The Werebadger can communicate with Badgers, and other Badger-like Magical Beasts, regardless of form and gains a +4 bonus on Charisma based checks to influence such Animals, however the Werebadger gains no such bonus on influencing Magical Beasts.

Badger Build (Ex): Beginning at first level the Werebadger while in Badger form gains Scent and gains a bonus on all Escape Artist checks equal to half its HD. At second level the Werebadger gains the full benefits of Badger Build regardless of form.

Lunar Hide (Ex): At second level while in either Badger or Hybrid form the Werebadger gains DR/Silver equal to its HD/2.

Ability Score Increase (Ex): At third level the Werebadger gains a +1 increase to Constitution.

Growth (Su):  At third level a Werebadger’s Badger or Hybrid forms may be Medium or Large. The Werebadger chooses its size each time it assumes one of its Were Forms.

When A Werebadger changes size its natural attacks are re-sized for appropriate damage. For every size increase beyond Medium the Lycanthrope gains a +1 bonus to Natural Armor Class while in Were Form.

A Werebadger of 12 HD or more may choose to become Huge by expending two normal transformations.

A Werebadger of 16 HD or more may choose to become Gargantuan by expending three normal transformations.

A Werebadger of 20 HD or more may choose to become Colossal by expending four normal transformations.

Badger's Den (Ex): The Werebadger can now burrow through rock as well as dirt while in Were Form.  Furthermore, while burrowing they can choose whether or not to leave a usable tunnel behind them.

Berserk Rage (Ex): If the Werebadger takes damage in combat they must make a will save with DC equal to the damage taken or fly into a berserk rage on her next turn (they can choose to fail this save).  They gain +4 to Strength, +4 to Constitution, -2 to Armor Class, and Immunity to Fear effercts for a number of rounds equal to 3 + their improved Con mod, after which they're fatigued for the duration of the encounter. The Werebadger cannot end its rage voluntarily.  A Werebadger can rage once per hour for every 4 HD it has, and Berserk Rage cannot be used while fatigued. Berserk Rage stacks with rage from other classes, and counts as a rage ability for all purposes including prerequisites.

Curse of Lycanthropy (Su): At fourth level the Werebadger can transmit Lycanthropy to other creatures. If a Humanoid or Giant of Medium or Large size is hit by the Werebadger’s natural attacks while it is in either Were Form, the struck creature must make a fortitude save (DC 10+1/2 the Werebadger’s HD+ Constitution modifier) or contract Lycanthropy. For more information on Lycanthropy, check the Lycanthrope entry in the monster manual.
« Last Edit: June 16, 2017, 11:08:19 PM by Nanshork »