Author Topic: Werebadger  (Read 15577 times)

Offline Nanshork

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Werebadger
« on: April 02, 2012, 12:06:23 AM »
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

LevelBABFortRefWillSpecial
1st
+1
+2
+2
+0
Were Form (Badger), Badger empathy, Lunar body, Badger Build
2nd
+2
+3
+3
+0
Were Form (Hybrid), Lunar hide
3rd
+3
+3
+3
+0
+1 Con, Growth, Badger's Den
4th
+4
+4
+4
+1
Curse of Lycantropy, 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 LevelsAbility 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.

Offline Nanshork

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Re: Werebadger
« Reply #1 on: April 02, 2012, 12:07:40 AM »
I present my first homebrew ever.

I feel like it could use an ability at third level, but I don't know what to add.  I also feel like Berserk Rage is missing something.

Other than that he is ready for review oslecamo.

Offline JohnnyMayHymn

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Re: Werebadger
« Reply #2 on: April 02, 2012, 11:40:02 AM »
That's awesome, it looks like it would be good with bloodstorm blade and hulking hurler. 

Where I grew up the badgers were mean little bastards, how about a fear immunity while in berserk rage?  Or maybe some kind of immunity to poison natural attacks, have you seen the honey badger video?
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Offline oslecamo

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Re: Werebadger
« Reply #3 on: April 02, 2012, 05:27:40 PM »
Pretty nice work here, I don't see much to complain about!

Ignoring poison/disease/fear while raging could be a nice finishing touch, I agree. Not very sure what to add in the 3rd level, but that reminded me the Werewolf and Werebear needed those as well to keep up with the lychantrops that came after.

Offline Nanshork

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Re: Werebadger
« Reply #4 on: April 02, 2012, 05:37:57 PM »
Glad people like it.   :)

I added in Immunity to Fear effects while raging and a section about it qualifying for feats and whatnot.

I believe it is done!

Offline oslecamo

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Re: Werebadger
« Reply #5 on: April 02, 2012, 06:19:20 PM »
Added to the werefamily. Congratulations on your first homebrew!

Offline EjoThims

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Re: Werebadger
« Reply #6 on: April 02, 2012, 06:57:29 PM »
Pretty fucking sweet, especially the built in scaling, but a few minor things.

I would recommend you specify total HD, or else this will fall into the same debate as the Feral template. I'd also recommend specifying the attribute changes given by the size increases, or, at least, mentioning that they carry the standard changes. Otherwise you fall into Half-Minotaur issues.

And, perhaps I am just glancing over it, but do were-badgers not gain the standard DR/silver other Lycanthropes do?

Also, are there no natural Were-badgers?

Offline oslecamo

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Re: Werebadger
« Reply #7 on: April 02, 2012, 07:00:29 PM »
I would recommend you specify total HD, or else this will fall into the same debate as the Feral template. I'd also recommend specifying the attribute changes given by the size increases, or, at least, mentioning that they carry the standard changes. Otherwise you fall into Half-Minotaur issues.

All creatures in this subforum this project fall under some shared rules. Refer to the FAQ when in doubt.

Offline Nanshork

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Re: Werebadger
« Reply #8 on: April 02, 2012, 07:04:10 PM »
Pretty fucking sweet, especially the built in scaling, but a few minor things.

I would recommend you specify total HD, or else this will fall into the same debate as the Feral template. I'd also recommend specifying the attribute changes given by the size increases, or, at least, mentioning that they carry the standard changes. Otherwise you fall into Half-Minotaur issues.
Growth is copied from all of the other lycanthropes, the wording isn't mine.  Oslecamo is the final arbiter here.

Edit: Ninja'd.

Quote
And, perhaps I am just glancing over it, but do were-badgers not gain the standard DR/silver other Lycanthropes do?
Check Lunar Hide.

Quote
Also, are there no natural Were-badgers?
All of the lycanthrope classes here don't differentiate between natural and infected.  If you want to be a natural Werebadger, take it as your first class level and reflavor.

Offline EjoThims

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Re: Werebadger
« Reply #9 on: April 02, 2012, 07:09:37 PM »
I would recommend you specify total HD, or else this will fall into the same debate as the Feral template. I'd also recommend specifying the attribute changes given by the size increases, or, at least, mentioning that they carry the standard changes. Otherwise you fall into Half-Minotaur issues.

All creatures in this subforum this project fall under some shared rules. Refer to the FAQ when in doubt.

Ah, apologies, I hadn't looked at this project in a long, long time... Even on the other boards.  :blush

Though I don't see a note that all references to HD are to total HD unless otherwise mentioned.

And that answers the natural part as well...

Check Lunar Hide.

Ah, I was just missing it.

Good.

Awesome awesome thing, this.  :D

Offline Nanshork

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Re: Werebadger
« Reply #10 on: April 02, 2012, 07:11:34 PM »
I'm glad people like it so much!

All this attention makes me want to go find something else to homebrew...

Offline EjoThims

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Re: Werebadger
« Reply #11 on: April 02, 2012, 07:13:26 PM »
I'm glad people like it so much!

All this attention makes me want to go find something else to homebrew...

 ;) ;) ;)

Offline Nanshork

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Re: Werebadger
« Reply #12 on: April 02, 2012, 08:41:09 PM »
I'm glad people like it so much!

All this attention makes me want to go find something else to homebrew...

 ;) ;) ;)

I'm not sure if you're encouraging me to make something in general or to work on Verold.   :P

Offline Nanshork

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Re: Werebadger
« Reply #13 on: April 02, 2012, 09:10:19 PM »
All the other lycanthropes now have something at third level, so how about this for the Werebadger.

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


Offline phaedrusxy

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Re: Werebadger
« Reply #14 on: April 02, 2012, 10:25:09 PM »
Yes please!  :D One of my complaints with the original was that it left a tunnel (so I couldn't be a "mole"), and that I couldn't go through rocky ground.


And just to make sure I'm interpreting this right... a warblade 4/were-badger 4 (for example) could turn into a large-sized hybrid with the following physical stats:

Str 22, Dex 15, and Con 23
(click to show/hide)

His starting physical stats wouldn't matter, as they're entirely replaced by those of his new form (so he could be venerable and have a 2 in all of them, etc).

Would the bonus for leveling up every four levels apply to these? And inherent bonuses?

And do you have to have a base class before entering this?
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Offline oslecamo

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Re: Werebadger
« Reply #15 on: April 03, 2012, 04:23:05 AM »
I'm glad people like it so much!

All this attention makes me want to go find something else to homebrew...
There's a bunch of monsters waiting to be converted in the first post of the request build.

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

Sounds good!

And just to make sure I'm interpreting this right... a warblade 4/were-badger 4 (for example) could turn into a large-sized hybrid with the following physical stats:

Str 22, Dex 15, and Con 23
(click to show/hide)

His starting physical stats wouldn't matter, as they're entirely replaced by those of his new form (so he could be venerable and have a 2 in all of them, etc).
Read the FAQ people. No, you don't gain borked stat bonus just for growth.

And do you have to have a base class before entering this?
Yes, since you need to be biten to enter the prc, and it's kinda hard to be biten if you don't already have an HD from somewhere else.
« Last Edit: April 03, 2012, 04:26:16 AM by oslecamo »

Offline Nanshork

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Re: Werebadger
« Reply #16 on: April 03, 2012, 04:41:19 AM »
Badger's Den added.

You know, that stat thing bothers me.  This guy is supposed to be a bruiser and having a base strength of 8 sucks.

How about this:

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.  For their physical ability scores (Str, Dex, Con) in hybrid form choose between the base ability scores of the Humanoid/Giant form and those of the Animal form, whichever is higher. However, the Werebadger retains its abilities to manipulate objects, use weapons, and speak.

All bonuses (and penalties) would then be applied on top of whatever score is higher.  I'm not sure if inherent bonuses should be applied before or after choosing.  Racial bonuses obviously get applied before.  Age penalties would be after.

Thoughts?

Offline oslecamo

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Re: Werebadger
« Reply #17 on: April 03, 2012, 05:06:04 AM »
No. It makes no sense that badger-guy out-bruises wolf-guy, bear-guy, tiger-guy and all the other actual bruiser weres already done. The badger is more of a skirmisher thanks to burrow speed, and also gets rage to help hit harder at 4th level.  Or goes finesse route.


Offline Nanshork

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Re: Werebadger
« Reply #18 on: April 03, 2012, 05:50:59 AM »
Obviously I'd have suggested the change to all lycanthropes if approved.   :p

Gah, this isn't working the way I wanted anymore!

On a related note, I just realized something.  Were-tiger lets you take the form of a medium tiger (which doesn't exist technically), and all the other weres focused on getting bigger start with a medium form.  How's about I base the animal form on the Dire Badger instead of the regular badger?  The dire badger is more equivalent to the other animals anyway HD wise.

Offline oslecamo

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Re: Werebadger
« Reply #19 on: April 03, 2012, 03:34:40 PM »
Yes, dire badger sounds like a good compromise.

Also you're right, went back and put clauses in the lychantropes that start with large-sized animals so they first can only take a medium-sized version with a -4 penalty to Str. Also allowed the wererat to take Dire rat form at start (rats are tiny anyway) and for the werewolf the ability to turn into a dire wolf when it reaches large size.