Author Topic: Wereboar  (Read 7488 times)

Offline Rakoa

  • Sr. Member
  • ***
  • Posts: 356
  • No Problem
    • View Profile
Wereboar
« on: June 14, 2014, 03:48:00 PM »
Wereboar


Wereboar Prerequisites
To become a Wereboar the character must meet the following requirements

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

HD: d8

LevelBABFortRefWillSpecial
1st
+1
+2
+2
+0
Were Form (Boar), Boar Kinship, Lunar Body, Pig-Headed
2nd
+2
+3
+3
+0
Were Form (Hybrid), Lunar Hide, Vicious
3rd
+3
+3
+3
+0
Big Fat Pig, Tenacious
4th
+4
+4
+4
+1
Curse of Lycanthropy, Terrifying Beast

Skills Points at Each Level: (2 + Int Modifier)
Class Skills: The Wereboar class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Survival (Wis), Swim (Str).

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

Wereboar Class Features:

Lunar Body: The Wereboar 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 Wereboar gains a bonus to natural armor equal to 2 + it's Constitution modifier while in Were Form (See Below). While in Humanoid/Giant form the Wereboar gains a bonus to natural armor equal to half its constitution modifier.

Were Form: At first level the Wereboar gains a Medium Boar Were Form. While in Boar form the Wereboar cannot use weapons or do anything requiring the use of hands, but gains a gore natural attacks that deal 1d8 +1.5 str mod damage. While in Boar form the Wereboar's base movement speed becomes 40 feet.

At second level the Wereboar can assume a Medium Hybrid form between its Boar form and its Humanoid Form. While in Hybrid form the Wereboar gains the natural attacks of Boar form re-sized for appropriate damage, as well as the same movement speeds.  However, the Wereboar 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 Wereboar can assume its Were Form 1/day/HD, and can remain transformed indefinitely.

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

Wereboar Level + 1/2 HD of other LevelsAbility Improvements
1
+1 Constitution
2
+1 Constitution, +1 Stength
3
+2 Constitution  +1 Strength
4
+2 Constitution, +2 Strength
5
+3 Constitution, +2 Strength
6
+3 Constitution, +3 Strength
7
+4 Constitution, +3 Strength
8
+4 Constitution, +4 Strength
9
+5 Constitution, +4 Strength
10
+5 Constitution, +5 Strength
11
+6 Constitution, +5 Strength
12
+6 Constitution, +6 Strength

Boar Kinship: The Wereboar can communicate with Boars and Pigs, and other Boar/Pig-like Magical Beasts, regardless of form and gains a +4 bonus on Charisma based checks to influence such Animals, however the Wereboar gains no such bonus on influencing Magical Beasts.

Pig Headed: Beginning at first level the Wereboar, while in Boar form, gains the Scent special ability and can fight even while disabled or dying without penalty. Additionally, the Wereboar uses it's Con modifier when using the Intimidate skill instead of it's Cha modifier. At second level the Wereboar gains the full benefits of this ability regardless of the form it takes.

Lunar Hide: At second level, while in either Boar or Hybrid form, the Wereboar gains DR/Silver equal to its HD/2.

Vicious: At second level, the Wereboar's tusks threaten critical hits on an 18-20 with a critical modifier of x3, only while charging. Additionally, the Wereboar can fight with it's tusks as if they were manufactured weapons. They can be enchanted as if they were a two handed weapon, and iterative attacks can be performed with them.

Tenacious: At third level, the Wereboar does not die when it reaches -10 hitpoints. Instead, the Wereboar dies when it's hitpoints reach -(1/3 of current maximum hitpoint total).

Big Fat Pig:  At third level, a Wereboar’s Boar or Hybrid forms may be Medium or Large. The Wereboar chooses its size each time it assumes one of its Were Forms.

When a Wereboar changes size, it's 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 Wereboar of 12 HD or more may choose to become Huge by expending two normal transformations.

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

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

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

Terrifying Beast: At fourth level, the Wereboar becomes a truly intimidating beast of nature. As a fullround action, the Wereboar can make an Intimidate check to demoralize an enemy that is within the Wereboar's charge distance, with a bonus equal to the Wereboar's HD. If successful, the Wereboar may immediately make a charge attack upon that enemy, ignoring hard terrain. Once used, this ability cannot be used again for 1d4 rounds.

At 8HD, even enemies normally immune to Demoralize can be demoralized, but the Wereboar is at a -5 to his Intimidate check.

Comments:
(click to show/hide)
« Last Edit: June 18, 2014, 03:30:50 PM by Rakoa »
The Paladin Code: Detect Evil, Smite it, ask questions later.

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Wereboar
« Reply #1 on: June 18, 2014, 08:14:29 AM »
Vicious could probably have a better wording. So you can sunder the wereboar's tusks? Disarm them? Disarm them and grab them to use them yourself?

The +1 Con at third level seems really out of place, in particular considering it's already receiving a pretty fat Str and Con bonus by default.

Offline Rakoa

  • Sr. Member
  • ***
  • Posts: 356
  • No Problem
    • View Profile
Re: Wereboar
« Reply #2 on: June 18, 2014, 03:31:10 PM »
Vicious could probably have a better wording. So you can sunder the wereboar's tusks? Disarm them? Disarm them and grab them to use them yourself?

The +1 Con at third level seems really out of place, in particular considering it's already receiving a pretty fat Str and Con bonus by default.

Vicious reworded, stat increase removed.
The Paladin Code: Detect Evil, Smite it, ask questions later.

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Wereboar
« Reply #3 on: June 20, 2014, 02:04:37 PM »
Looking pretty nice, added to the index!