Werecreature

From MythCraft Online SRD
Jump to navigation Jump to search


The billowing clouds in the night sky overhead are outlined in light. As they part, the five glowing moons of Ancerra become visible, drawing forth a chorus of howls from the creatures below.

On an abandoned stretch of forested road, a merchant seeks cover as his companion doubles over. With thickening muscles, sharp claws, and a suddenly panther-like face, his companion whirls on the merchant with a red vengeance.

Miles away, in the wine cellar underneath his tavern, a barkeep chains himself into a homemade cell. When the moon reaches its zenith, he roars in agony as he transforms into a bearlike creature held in place only by the tangle of silvered barbed wire wrapped along the prison’s bars.

A human warlord prepares her assault on an enemy encampment. Having carefully timed a midnight ambush, she and her elite strike force transform into vicious wolves and tear through their enemies.

Eternally bound to one of Ancerra’s five moons, werecreatures suffer from a curse that causes them to transform into monstrous humanoid-animal hybrids. While they can exert some control over this transformation, they commonly lose their restraints when their moon is full, turning into marauding menaces.

Lycanthropy in Ancerra

Lycanthropy is not indigenous to Ancerra. Rather, it is introduced to Ancerra via the plane of Shadowcroft, which appears overlaid on top of Norspina due to Dracula’s machinations in the events prior to Soliloquy of Annihilation. The plane of Shadowcroft only has one moon, but Ancerra has five; this causes Lycanthropy in Ancerra to morph and evolve in response to the five moons.

Many Types of Werecreatures

“Lycanthropy” is etymologically a term that refers to turning into a wolf, but is colloquially used to describe a humanoid turning into any bestial creature, canine or otherwise. Werewolves are by far the most common, but werepanthers, werebears, wereboars, wererats, werebats, werebirds, and even weremoose have been spotted since Shadowcroft intersected with Ancerra.

Werecreature Tracks

Lone Survivor. You are entirely, utterly self-reliant. Knowing that none can be depended upon besides yourself, you are a grizzled loner that places the need to survive above all else.

Lunar Transformation. You have become accustomed to your monthly transformations into a monstrosity. Indeed, you embrace these changes, becoming an unstoppable fighter while you are turned.

Pack Leader. You believe deeply in the strength of the pack. You rely upon the strengths and talents of those around you, guiding each member of your pack to reach their greatest potential.

Subclass Tracks

Werecreature Entry Talent

After gaining the Werecreature Entry talent, you can take talents from any of the Werecreature tracks. When you take this class, it symbolizes your hero’s transformation into a werecreature. While you can level up entirely within this class, it is designed with multiclassing in mind. For example, if you intend to play a barbarian or druid archetype as a werewolf, simply multiclass into berzerker or oracle.

Talent PreReq Description Tags
Werecreature Entry Character Level 2 You are cursed as a werecreature of some kind. Make a selection from the following categories.
  • Moon: Choose one of the 5 moons that you are linked with. Gain its entry talent.
  • Species: Choose one of the werespecies that you are connected with. Gain its entry talent.
  • Lycanthropic Curse: Choose how you received your curse. Gain its corresponding talent.

When you take this entry talent, gain the following abilities.

  • Natural Weapon. You have a natural weapon based on your selected species.
  • Silver Curse. You gain Vulnerable Silvered Weapons +3.
  • Amnesiac. You suffer memory loss for the 24 hour period around the corresponding full moon.
  • Darkvision. You can see in darkness to a limit, even without any light source. You cannot discern color while using your Darkvision. While using Darkvision, you can see up to 30 ft, and cannot see beyond that point.
Class Entry, Werecreature

The Five Moons

When you take the Werecreature Entry talent, you also take the entry talent of one of the Moon tracks. Note how long 1⁄2 of your lunar cycle takes; during the new moon and full moon, the number of times you can turn change, as noted in your Lycanthropic Curse talent.

The Five moons
Moon Proximity 1/2 Cycle
Diminus 5 40 Days
Garvor 4 32 Days
Primor 1 10 Days
Scarlan 3 22 Days
Sylvin 2 14 days

Diminus Track

You are linked to the small ice moon of Diminus.

Diminus Track
Talent PreReq Description Tags
Diminus Entry Werecreature Entry

Incompatible: Talents with Garvor, Primor, Scarlan, or Sylvan tags

Gain Resist Cold +3. You add your Resist Cold number to checks made to endure extreme cold weather. Werecreature, Moon, Diminus
Shiverclaw Diminus Entry You may choose for your natural weapon attacks to deal cold damage instead of sharp or blunt. Werecreature, Moon, Diminus
Snowtread Shiverclaw You may ignore Difficult or Hazardous Terrain caused by snow, ice, and similar natural phenomena. When you crit against a creature using your natural weapons, the creature is Slowed until the end of its next turn. Werecreature, Moon, Diminus
Frostfur Snowtread When you transform, you gain Shield HP equal to triple your character level. When a creature hits you with a melee attack, if you still have any Shield HP when you are hit, the creature takes 1d8 cold damage. Werecreature, Moon, Diminus
Freezing Gaze Frostfur You gain a special natural weapon attack.
  • Freezing Gaze (2/Rest): Ranged 30 ft Natural Weapon (3 AP) +AWR vs WILL. Hit: 1d10 cold damage and the creature is Paralyzed and encased in ice until the end of its next turn. Once it is no longer Paralyzed in this way, it is Chilled until the end of its following turn.
Werecreature, Moon, Diminus
Blizzard Breath Freezing Gaze You gain a special natural weapon attack.
  • Blizzard Breath (2/Rest): (4 AP) 20 ft Cone Natural Weapon. +END vs FORT of all creatures in the cone. Hit: 2d10 cold damage and the creature is Paralyzed and encased in ice until the end of its next turn. Once it is no longer Paralyzed in this way, it is Chilled until the end of its following turn. Miss: Creature takes 1/2 damage and is Chilled until the end of its next turn.
Werecreature, Moon, Diminus

Garvor Track

You are linked to the largest of Ancerra’s moons, Garvor.

Garvor Track
Talent PreReq Description Tags
Garvor Entry Werecreature Entry

Incompatible: Talents with Diminus, Primor, Scarlan, or Sylvan tags

You can carry +2 unwieldy items without being encumbered. Werecreature, Moon, Garvor
Wrestler Garvor Entry You count as one Size larger when determining the effects of Grappling a creature. Your werecreature natural weapon damage increases by one die size (max 1d12). Werecreature, Moon, Garvor
Siege Monster Wrestler While you are turned, you ignore the DT of inanimate structures. Werecreature, Moon, Garvor
Giant Growth Siege Monster When you turn, your Size increases by 1 (to a max of Huge). Werecreature, Moon, Garvor
Animal Protector Giant Growth While you are turned, allied creatures that are smaller than you may gain Partial Cover (+2) against ranged attacks when you are between them and the source of the attack. Werecreature, Moon, Garvor
Unkillable Lycan Animal Protector Gain DR 3/Silvered Weapons. Werecreature, Moon, Garvor

Primor Track

You are linked to the desert moon of Primor. 

Primor Track
Talent PreReq Description Tags
Primor Entry Werecreature Entry

Incompatible: Talents with Diminus, Garvor, Scarlan, or Sylvan tags

Gain Resist Fire +3. You add your Resist Fire number to checks made to endure extreme hot weather. Werecreature, Moon, Primor
Flameclaw Primor Entry You may choose for your natural weapon attacks to deal fire damage instead of sharp or blunt. Werecreature, Moon, Primor
Firesight Flameclaw You can see on the infrared spectrum. An Unseen creature with an internal body temperature comparable to or hotter than that of a typical human is only Concealed to you, rather than Unseen, while within 30 ft of you. Werecreature, Moon, Primor
Sunbask Firesight When you Recoup in direct sunlight, your natural weapons deal +2 damage for the next 2 hours. Werecreature, Moon, Primor
Heat Aura Sunbask When you turn, fiery heat explodes from you for 1 minute. Creatures that begin their turn within 10 ft of you must make END checks against a DC of 10 + your END. On a fail, they take 2d4 fire damage. On a success, they take no damage. Werecreature, Moon, Primor
Tongues of Flame Heat Aura When you crit with a natural weapon, a creature also suffers Burning 1d4. Werecreature, Moon, Primor

Scarlan Track

You are linked to the gas moon of Scarlan.

Scarlan Track
Talent PreReq Description Tags
Scarlan Entry Werecreature Entry

Incompatible: Talents with Diminus, Garvor, Primor, or Sylvan tags

You can ignore Difficult Terrain if it is made from natural non-liquid phenomena. Werecreature, Moon, Scarlan
Ghostly Form Scarlan Entry When you have turned, you take on a slightly incorporeal quality. Gain Resist Physical +3 while turned. Werecreature, Moon, Scarlan
Gaseous Aura Ghostly Form When you turn, you may immediately cast the Billowing Fog primal spell at its lowest level as part of the transformation. Werecreature, Moon, Scarlan
Light Step Gaseous Aura Scarlan Entry becomes any type of Difficult Terrain. Werecreature, Moon, Scarlan
Ghostly Form II Light Step You also gain Immune Toxic while turned, and can hold your breath for the extent of being turned. Werecreature, Moon, Scarlan
Ghostly Form III Ghostly Form II When you turn, you can pass through walls and other barriers and surfaces freely for 30 seconds. Werecreature, Moon, Scarlan

Sylvin Track

You are linked to the humid, swampy moon of Sylvin.

Sylvin Track
Talent PreReq Description Tags
Sylvin Entry Werecreature Entry

Incompatible: Talents with Diminus, Garvor, Primor, or Scarlan tags

Gain +4 Skill Points that you can spend on any skills with the survival tag. Werecreature, Moon, Sylvin
Fighting Instinct Sylvin Entry Gain the Fighting Instinct ability.
  • Fighting Instinct (END/Rest). You may spend 1 AP to gain +1 TA and +5 ft walking speed until the end of your current turn.
Werecreature, Moon, Sylvin
Keen Darkvision Fighting Instinct You may see for up to 30 ft in magical darkness as though it is normal darkness. Werecreature, Moon, Sylvin
Natural Survivor Keen Darkvision Gain +6 Skill Points that you can spend on any skills with the survival tag. Werecreature, Moon, Sylvin
Chilling Howl Natural Survivor Gain the Chilling Howl ability..
  • Chilling Howl (2/Recoup). For 4 AP, make a CHA attack against the WILL of a number of hostile creatures equal to or less than your END within 60 ft of you. On a hit, the creature is Deafened, Frightened, and Demoralized until the end of its next turn. On a miss, the creature is Demoralized until the end of its next turn.
Werecreature, Moon, Sylvin
Ferocious Instinct Chilling Howl When you first become Bloodied after you Take a Rest, regain +1 use of Fighting Instinct and +1 use of Chilling Howl. Werecreature, Moon, Sylvin

Species Tracks

When you take the Werecreature Entry talent, you also take the entry talent of one of the following tracks.

Canine Track

You are a werewolf. Your features look vaguely wolfish even when you are not turned. When you are turned, you are covered in coarse, bristling fur, grow long ears and a snout full of sharp teeth, a bushy tail, and gain rending claws.

Canine Track
Talent PreReq Description Tags
Canine Entry Werecreature Entry

Incompatible: Talents with Feline, Porcine, Pteranimalia, Rodentia, Ungulate, or Ursine tags

When making a melee attack against a hostile creature, gain Focused if you have an ally within 5 ft of that creature.

Gain a natural weapon attack, choosing between bite or claws when you take this talent.

  • Natural Weapon: (2 AP) Reach 5 ft Natural Weapon. +STR or DEX vs AR. Hit: 1d6+STR or DEX sharp damage.
Werecreature, Species, Canine
Instinctive Hunter Canine Entry Gain +4 Skill Points that you can spend on any skills with the observation or survival tag. Werecreature, Species, Canine
Canine Disposition Instinctive Hunter Gain the starting features of a hondu. If you were already a hondu, you may skip this talent. Werecreature, Species, Canine
Twilight Howl Canine Disposition You may effectively and accurately communicate basic information to canine creatures with the beast tag. Werecreature, Species, Canine
Canine Disposition II Twilight Howl Gain one hondu feature. Werecreature, Species, Canine

Feline Track

You are a weretiger, wereleopard, or some other type of werecat. Your eyes glow very faintly in the dark, even when you are not turned. When you are turned, your head transforms to look like that of a cat, sleek fur sprouts across your body, you grow a twitching tail, and you have huge, padded hands with sharp claws.

Feline Track
Talent PreReq Description Tags
Feline Entry Werecreature Entry

Incompatible: Talents with Canine, Porcine, Pteranimalia, Rodentia, Ungulate, or Ursine tags

Gain +2 to Initiative rolls. If you go first, you may start your first turn by moving up to your speed for free.

Gain a natural weapon attack, choosing between bite or claws when you take this talent.

  • Natural Weapon: (2 AP) Reach 5 ft Natural Weapon. +STR or DEX vs AR. Hit: 1d6+STR or DEX sharp damage.
Werecreature, Species, Feline
Lithe Hunter Feline Entry Gain +4 Skill Points that you can spend on any skills with the athletics or acrobatics tag. Werecreature, Species, Feline
Feline Disposition Lithe Hunter Gain the starting features of a kettek. If you were already a kettek, you may skip this talent. Werecreature, Species, Feline
Sprinter Feline Disposition You may spend 1 AP to gain +10 ft walking speed until the end of your current turn. Werecreature, Species, Feline
Feline Disposition II Sprinter Gain one kettek feature. Werecreature, Species, Feline

Porcine Track

You are a wereboar. Even when you are not turned, your build becomes bulkier and your lower teeth might elongate into small tusks. When you turn, your head transforms into that of a savage boar, and coarse, spiny hair sprouts across your body.

Porcine Track
Talent PreReq Description Tags
Porcine Entry Werecreature Entry

Incompatible: Talents with Canine, Feline, Pteranimalia, Rodentia, Ungulate, or Ursine tags

When you have turned, deal +2 damage on melee natural weapon attacks and take +2 damage any time you are hit.

Gain a natural weapon attack, sharp tusks that count as a bite attack.

  • Bite: (2 AP) Reach 5 ft Natural Weapon. +STR or DEX vs AR. Hit: 1d6+STR or DEX physical damage (choose sharp or blunt each time)
Werecreature, Species, Porcine
Cleaving Tusks Porcine Entry When you kill a creature with a natural weapon, you may deal any excess damage to another creature within 5 ft of you. Werecreature, Species, Porcine
Reckless Cleaving Tusks When you have turned, your crit range increases by +1, but you gain Vulnerable Damage +1. Werecreature, Species, Porcine
Reckless II Reckless When you have turned, before making a natural weapon attack, you may move 5 ft. Werecreature, Species, Porcine
Porcine Endurance Reckless II Treat your END as 3 points higher than it is when calculating your HP. If this raises your END above 12, gain +2 max HP per character level. Werecreature, Species, Porcine

Pteranimalia Track

You are a werebat or werebird of some kind. Even when you are not turned, your ears and nose might physically resemble those of bats, or your hair might look like feathers akin to the kind of bird you are related to. When you turn, your hands transform into sharp talons and your face transforms to have sleek feathers, keen eyes and a savage beak.

Pteranimalia Track
Talent PreReq Description Tags
Pteranimalia Entry Werecreature Entry

Incompatible: Talents with Canine, Feline, Porcine, Rodentia, Ungulate, or Ursine tags

While turned, when you fall, for every 10 ft you fall vertically, you may move 10 ft horizontally. You do not take falling damage unless you have fallen over 40 ft, in which case you take 1⁄2 damage.

Gain a natural weapon attack, choosing between beak or talons when you take this talent.

  • Natural Weapon: (2 AP) Reach 5 ft Natural Weapon. +STR or DEX vs AR. Hit: 1d6+STR or DEX sharp damage.
Werecreature, Species, Pteranimalia
Vampiric Bite Pteranimalia Entry When you crit with your natural weapon, regain HP equal to 1⁄2 the damage you dealt. Werecreature, Species, Pteranimalia
Glide Vampiric Bite Pteranimalia Entry becomes: While turned, when you fall, for every 10 ft you fall vertically, you may move 20 ft horizontally. You do not take falling damage unless you have fallen over 60 ft, in which case you take 1⁄2 damage. Werecreature, Species, Pteranimalia
Echolocation Glide While turned, if you are Blinded, creatures within 30 ft of you are only Concealed rather than Unseen unless you are also Deafened. Werecreature, Species, Pteranimalia
Fly Echolocation When you turn, you gain a fly speed equal to your walking speed. Werecreature, Species, Pteranimalia

Rodentia Track

You are a wererodent of some kind, such as a wererat or a wereporcupine. Your front upper teeth grow more pronounced. When you turn, your face transforms to resemble that of a rodent, you sprout a tail relevant to the type of rodent you are linked to, and you actually diminish in size, making you more agile.

Rodentia Track
Talent PreReq Description Tags
Rodentia Entry Werecreature Entry

Incompatible: Talents with Canine, Feline, Porcine, Pteranimalia, Ungulate, or Ursine tags

When you turn, your Size decreases by 1 (min Tiny).

Gain a natural weapon attack, choosing between bite or claws when you take this talent.

  • Natural Weapon: (2 AP) Reach 5 ft Natural Weapon. +STR or DEX vs AR. Hit: 1d6+STR or DEX sharp damage.
Werecreature, Species, Rodentia
Plague Carrier Rodentia Entry When you crit against a creature while you have turned, the creature must make an END check against a DC of 10 + your END. If they fail, they gain Boil Plague. Werecreature, Species, Rodentia
Rodent Disposition Plague Carrier Gain the starting features of a kleppin. If you were already a kleppin, you may skip this talent. Werecreature, Species, Rodentia
Plague Carrier II Rodent Disposition Plague Carrier becomes: When you crit against a creature while you have turned, the creature now automatically gains Boil Plague. Werecreature, Species, Rodentia
Rodent Disposition II Plague Carrier II Gain one kleppin feature. Werecreature, Species, Rodentia

Ungulate Track

You are a wereungulate of some kind, such as a werebull or a weremoose. You have broad, blunt features even when you are not turned. When you are turned, you sprout matted fur, your features broaden even more, you grow a tail, and tremendous horns sprout from your bovine head.

Ungulate Track
Talent PreReq Description Tags
Ungulate Entry Werecreature Entry

Incompatible: Talents with Canine, Feline, Porcine, Pteranimalia, Rodentia, or Ursine tags

Gain a natural weapon attack, which is antlers or horns. You make this attack with your head.
  • Natural Weapon: (2 AP) Reach 5 ft Natural Weapon. +STR or DEX vs AR. Hit: 1d6+STR or DEX physical damage (choose sharp or blunt each time), and make a secondary attack vs FORT. Hit: The creature falls Prone.
Werecreature, Species, Ungulate
Grazer Ungulate Entry When you Catch your Breath or Recoup, gain 2 Shield HP. Werecreature, Species, Ungulate
Even Stride Grazer When you would fall Prone, you may first make an END check. The DC is 10 + the STR of the creature that attempted to knock you prone, or a DC determined by the MC if this is not the result of a creature. On a success, you do not fall Prone.

Provided that you begin and end 1 AP’s worth of movement on a flat surface, you have a climb speed equal to your walking speed.

Werecreature, Species, Ungulate
Charge Even Stride When you have turned, before making a natural weapon attack, you may move 5 ft. Werecreature, Species, Ungulate
Grazer II Charge Grazer becomes 1d6+1 Shield HP. Werecreature, Species, Ungulate

Ursine Track

You are a werebear. You have large, strong features even when you are not turned. When you are turned, you sprout coarse, shaggy fur, your face transforms to resemble that of a bear, and your arms and hands thicken and support powerful, devastating claws.

Ursine Track
Talent PreReq Description Tags
Ursine Entry Werecreature Entry

Incompatible: Talents with Canine, Feline, Porcine, Pteranimalia, Rodentia, or Ungulate tags

Gain +2 FORT.

Gain a natural weapon attack, choosing between bite or claws when you take this talent.

  • Natural Weapon: (2 AP) Reach 5 ft Natural Weapon. +STR or DEX vs AR. Hit: 1d6+STR or DEX physical damage (choose sharp or blunt each time).
Werecreature, Species, Ursine
Heavyset Ursine Entry When you turn, gain 1d12 Shield HP. Werecreature, Species, Ursine
Ursine Disposition Heavyset Gain the starting features of an urkou. If you are an urkou, you may skip this feature. Werecreature, Species, Ursine
Bear Handed Ursine Disposition Your natural weapon damage increases by one die size (max 1d12). Werecreature, Species, Ursine
Ursine Disposition II Bear Handed Gain one urkou feature. Werecreature, Species, Ursine

Lycanthropic Curses

When you take the Werecreature Entry talent, you also take one of the following curses.

Lycanthropic Curses
Talent PreReq Description Tags
Bitten Werecreature Entry

Incompatible: Cursed, Hereditary

You were bitten or scratched and infected with your curse.

When you turn, gain +2 to your AR, +4 physical defenses, and -3 mental defenses. You also deal +2 to melee damage rolls.

Turning deals 2d6 damage to you.

You may turn up to a max of 2/Rest. Turning lasts for 15 minutes.

When you take damage in excess of your character level, make an END check. The DC is 10 or 1⁄2 the damage you took (whichever is greater). If you fail, you turn if you have any remaining uses of this ability. When you turn in this way, you are Dazed until the end of your next turn as you transform. During a new moon, you may roll 2d20 and take the higher on this END check.

When you crit on a natural weapon attack or start your turn Bloodied, you may choose to turn by spending 1 AP.

You automatically turn the first time you take any damage during your full moon, in addition to the up to 2/Rest.

Werecreature, Lycanthropic Curse
Cursed Werecreature Entry

Incompatible: Bitten, Hereditary

You are cursed by a god or planar entity for some kind of crime. You become a lycanthrope, first of your bloodline.

You are always in the hybrid form between your original lineage and your new werecreature species. You look ferocious and suffer a -4 penalty to CHA skill checks (except Intimidating).

Gain +4 Skill Points that you may spend on any skills with the STR or END tag.

When you turn, gain +1 to your AR, +2 to your physical defenses, and -2 mental defenses.

You can turn by spending 3 AP. Turning lasts for 20 minutes. (2/Rest)

You can turn 4/Rest when your moon is full.

You can turn 1/Rest when your moon is new.

Werecreature, Lycanthropic Curse
Hereditary Werecreature Entry

Incompatible: Bitten, Cursed

You are born into your curse.

When you turn, gain +1 to your AR, +3 to your physical defenses, and -2 mental defenses.

You can turn by spending 3 AP. (3/Rest)

Turning lasts for 10 minutes.

Werecreature, Lycanthropic Curse

Lone Survivor Track

Talent PreReq Description Tags
Lone Wolf Werecreature Entry

Incompatibilites: Alpha Howl

Gain +4 Skill Points that you may spend on any skills with the athletics, acrobatics, observation, or survival tag.

Gain +4 to Initiative rolls.

Werecreature, Lone Survivor
Bristling Rage Lone Wolf When you start your turn and carried over no AP, gain +1 special Rage AP. You may only spend Rage AP to make attacks and it may not be carried over like normal AP.

You can only gain one source of special AP. If you gain a second source of special AP, choose whether you keep this source or your new source.

Werecreature, Lone Survivor
Counterstrike Bristling Rage Gain the Counterstrike ability.
  • Counterstike (AWR/Rest). When a creature makes a melee attack against you, you may spend 1 Reactive AP to make a natural weapon attack against them. If the creature hits you, you have +1 TA on your attack and deal +2 damage.
Werecreature, Lone Survivor
Savage Howl Counterstrike Gain the Savage Howl ability.
  • Savage Howl (1/Recoup). Spend 3 AP to unleash a savage howl, targeting a creature within 60 ft of you. You are Focused against that creature for the next 1 minute or until it dies.
Werecreature, Lone Survivor
Lone Warrior Savage Howl Gain +1 TA when making a weapon attack against a creature that has none of your allies adjacent to it. Werecreature, Lone Survivor
Counterstrike II Lone Warrior When you Recoup, regain +1 use of Counterstrike. Werecreature, Lone Survivor
Bristling Rage II Counterstrike II Bristling Rage becomes gain +2 Rage AP. Werecreature, Lone Survivor
Lone Warrior II Bristling Rage II When you benefit from TA from Lone Warrior, deal additional damage equal to your TA. Werecreature, Lone Survivor
Savage Howl II Lone Warrior II Gain +10 ft speed when moving closer to a creature that you are Focused on. When making skill checks to track or spot creatures that were the target of your Savage Howl within the past hour, roll 2d20 and use the higher. Werecreature, Lone Survivor
Counterstrike III Savage Howl II When you hit a creature with Counterstrike, it is Suppressed until the end of your next turn. Werecreature, Lone Survivor
Lone Warrior III Counterstrike III Lone Warrior becomes +2 TA. Werecreature, Lone Survivor
Savage Howl III Lone Warrior III Creatures that you are Focused on are Taunted by you. Werecreature, Lone Survivor
Bristling Rage III Savage Howl III Bristling Rage becomes gain +3 Rage AP. Werecreature, Lone Survivor
Counterstrike IV Bristling Rage III Counterstrike becomes AWR/Recoup. Werecreature, Lone Survivor
Howling Commando Counterstrike IV Savage Howl becomes 1⁄2 AWR/Recoup. You may have multiple targets active at once and it now lasts for 10 minutes. Your bonus to skill checks made to interact with creatures that were targeted by your Savage Howl now remains for 8 hours.
  • Level 30: Savage Howl becomes AWR/Recoup. When you Catch your Breath and have no uses left, regain +1 use.
Werecreature, Lone Survivor, Capstone

Lunar Transformation Track

Talent PreReq Description Tags
Lunar Transformation Werecreature Entry When you are turned, you have Resist Frightened +6, Resist Broken +6, Vulnerable Charmed +3, and Vulnerable Enthralled +3. Werecreature, Lunar Transformation
Terrifying Transformation Lunar Transformation Gain the Terrifying Transformation ability.
  • Terrifying Transformation (1/Transformation). When you turn, you may become savage. You may spend 1 AP to deal +2 damage on all natural weapon attacks and gain 1d6 Shield HP at the start of each of your turns for 1 minute.

You cannot use this during your new moon.

Werecreature, Lunar Transformation
Prodigious Shapeshifter Terrifying Transformation You may turn +2 times per Take a Rest. Werecreature, Lunar Transformation
Terrifying Transformation II Prodigious Shapeshifter While turned, when you are in direct moonlight and your moon is not new, you gain +1 TA. Werecreature, Lunar Transformation
Lunar Tolerance Terrifying Transformation II When you are turned, your Vulnerable Charmed, Vulnerable Enthralled and Vulnerable Silvered Weapons are +2. Werecreature, Lunar Transformation
Savage Attacks Lunar Tolerance While you are turned, your crit range increases by +1, but you gain Vulnerable Damage +1. Werecreature, Lunar Transformation
Terrifying Transformation III Savage Attacks While turned, gain +10 ft walking speed. Werecreature, Lunar Transformation
Prodigious Shapeshifter II Terrifying Transformation III The first time you Recoup after Taking a Rest, you regain +1 use of turning. Werecreature, Lunar Transformation
Terrifying Transformation IV Prodigious Shapeshifter II While turned and Bloodied, deal +2 damage on all natural weapon attacks. Werecreature, Lunar Transformation
Lunar Transformation II Terrifying Transformation IV When you are turned, you are Immune Frightened and Immune Broken. Werecreature, Lunar Transformation
Terrifying Transformation V Lunar Transformation II Terrifying Transformation becomes 2/Rest. Werecreature, Lunar Transformation
Lunar Tolerance II Terrifying Transformation V When you are turned, your Vulnerable Charmed, Vulnerable Enthralled and Vulnerable Silvered Weapons are +1. Werecreature, Lunar Transformation
Terrifying Transformation VI Lunar Tolerance II Terrifying Transformation becomes 4/Rest during your full moon. Werecreature, Lunar Transformation
Prodigious Shapeshifter III Terrifying Transformation VI Prodigious Shapeshifter II becomes: Whenever you Recoup, you regain +1 use of turning. Werecreature, Lunar Transformation
Tooth and Claw Prodigious Shapeshifter III When you turn, you may gain Fatigue. If you do, gain the following benefits while turned:
  • +5 ft walking speed per Death Point you have
  • +2 damage with natural weapon attacks per Death Point you have
  • +10 ft Darkvision per Death Point you have
  • +1 TA per 2 Death Points you have
  • Level 30: When you Take a Rest, even if you are Fatigued, you can remove your Death Points.
Werecreature, Lunar Transformation, Capstone

Pack Leader Track

Talent PreReq Description Tags
Alpha Howl Werecreature Entry

Incompatible: Lone Wolf

Gain the Alpha Howl ability.
  • Alpha Howl. While turned, spend 3 AP to howl encouragement to your allies. Choose a number of creatures within 30 ft of you equal to or less than your CHA. Those allies have +1 TA on all of their attacks until the end of their next turn.
Werecreature, Pack Leader
Bristling Protector Alpha Howl When you end your turn with 0 AP, gain +1 special Pack Support AP that acts as Reactive AP. You lose this AP at the start of your next turn.

You can only gain one source of special AP. If you gain a second source of special AP, choose whether you keep this source or your new source.

Gain the Bristling Protector ability.

  • Bristling Protector (1/Recoup). You may use Alpha Howl by spending 1 Reactive AP.
Werecreature, Pack Leader
Barked Orders Bristling Protector You have a pool of “Barked Orders” dice, which are d6s. When an allied creature within 30 ft of you hits with a weapon attack, you may spend 1 Reactive AP to give that ally a Barked Order die, which they add to the damage they roll. You have a number of these dice equal to your AWR, and regain them upon Taking a Rest. Werecreature, Pack Leader
Alpha Howl II Barked Orders Choose an effect from the Alpha Howl table. When you use Alpha Howl, your allies gain that benefit as well. Werecreature, Pack Leader
Pack Leader Alpha Howl II When you finish Taking a Rest in wilderness, a Wolf joins your party until it dies or until you use this ability again. It follows your spoken commands, acts immediately before you in Initiative, and will risk its life for you. Werecreature, Pack Leader
Bristling Protector II Pack Leader Bristling Protector becomes gain +2 Reactive AP.

Gain the Exploit advanced maneuver.

Werecreature, Pack Leader
Alpha Howl III Bristling Protector II Choose another effect from the Alpha Howl table. When you use Alpha Howl, your allies gain that benefit as well. Werecreature, Pack Leader
Pack Leader II Alpha Howl III Pack Leader becomes two wolves. Werecreature, Pack Leader
Bristling Protector III Pack Leader II Bristling Protector becomes gain +3 Reactive AP.

When a hostile creature moves within 30 ft of you, you may spend Reactive AP to move.

Werecreature, Pack Leader
Barked Orders II Bristling Protector III Your Barked Orders dice are d8s. When you Recoup and have no Barked Orders dice left, regain +1 Barked Order die. Werecreature, Pack Leader
Alpha Howl IV Barked Orders II Choose another effect from the Alpha Howl table. When you use Alpha Howl, your allies gain that benefit as well. Werecreature, Pack Leader
Bristling Protector IV Alpha Howl IV Bristling Protector becomes ½ END/Recoup. Werecreature, Pack Leader
Pack Leader III Bristling Protector IV Pack Leader becomes two Dire Wolves. Werecreature, Pack Leader
Alpha Howl V Pack Leader III Choose another effect from the Alpha Howl table. When you use Alpha Howl, your allies gain that benefit as well. Werecreature, Pack Leader
The Strength of the Pack Alpha Howl V When you Take a Rest, you may reselect which four effects Alpha Howl grants your allies.

If any of your dire wolves have died when you Recoup, regain one dire wolf.

  • Level 30: When you first become Bloodied after Taking a Rest, you may use Alpha Howl for 0 Reactive AP and regain +2 Barked Orders dice.
Werecreature, Pack Leader, Capstone

Alpha Howl Table

Alpha Howl Table
Ability Effect
Bloodthirsty Howl Your allies deal +2 damage the next time they deal damage before the end of their next turn.
Coordinating Bark Your allies may spend 1 Reactive AP to move up to their speed.
Enduring Howl Any other Alpha Howl effect that you apply from this howl that would normally expire at the end of an ally’s next turn instead expires at the start of your next turn.
Inspiring Howl Your allies gain 1d4 Shield HP.
Gritty Resolve Your allies that are Bloodied and have Death Points gain +1 AP when they start their next turn.
Rallying Howl Your allies are Rallied until the end of their next turn.
Team Effort Your allies gain Focused against a target creature within 30 ft of you until the end of their next turn.
Warning Bark Your allies gain +1 to their AR and physical defenses until the end of their next turn.