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Curse of the Moon -- Feats PreviewCurse of the Moon is an extensive look at lycanthropes in the d20 system -- the problems with the MM template, new lycanthrope templates, ways to customize lycanthropes, and so on.These feats from the books are designed to help customize the simple lycanthrope template (previewed earlier) ... basically they let you fiddle with the template so it gives most of the abilities present in the MM lycanthrope template. There are more than 20 other feats in the book that let you do neat things like let you heal extra damage in moonlight, become a swarm instead of a single animal, turn into a nonanimal like a manticore, and so on.
Larger Beastform [General] Your beastform is of unusually large size. Prerequisite: Lycanthrope (fey or simple). Benefit: Your beastform is one size category larger than your normal form. You gain a +2 size bonus to Strength, a -2 size penalty to Dexterity (minimum Dex 1), and a -1 penalty to AC and on attack rolls because of your increased size. If the size of your beastform increases from Medium to Large, it has a space of 10 feet and a natural reach of 10 feet; otherwise space and reach are unchanged.
Larger Hybrid Form [General]
Lycanthrope Empathy [General]
Smaller Beastform [General]
Wereform Enhancement [General]
Wereform Special Ability [General]
Attach: You can use your powerful jaws to attach yourself to an opponent after a successful bite attack. Each round that you are attached, you automatically deal bite damage on your turn, but you lose your Dexterity bonus to AC. You may release your opponent as a free action. A creature can forcibly remove you by grappling and successfully pinning you. Blindsense: A werebat's blindsense uses sound and is negated by a silence spell. A wereshark's blindsense is based on scent and vibration, and it works only underwater. Blindsight: Your blindsight uses sound and is negated by a silence spell. When you are out of water, your blindsight become blindsense 20 feet. Constrict: You deal +1d6 points of damage whenever you damage a creature with a grapple check. Evasion: If you make a successful Reflex save against an attack that deals half damage, you take no damage if you make your save. This ability does not improve if you have evasion from another source. For example, you do not gain improved evasion if you take enough levels in the monk or rogue class to gain the evasion ability. Ferocity: You can continue to fight without penalty while disabled or dying. Improved Grab: To use this ability, you must hit with the attack form indicated. If you hit, you may immediately attempt to start a grapple as a free action without provoking an attack of opportunity. Ink Cloud: Once per minute as a free action, you may emit a cloud of ink that fills a cubic area of water equal to your facing plus 5 feet (i.e., a 10-foot cube for a Medium creature). The ink provides total concealment to all creatures within it. Outside of a watery environment, this ability produces a puddle that fills your space. Jet: While in the water, you can jet backward once per round as a full-round action at a speed of 200 feet (or 100 feet in hybrid form). You must move in a straight line, but you do not provoke attacks of opportunity for this movement. Keen Scent: You notice the presence of creatures by scent within 180 feet. In addition, you can smell blood in the water up to a mile away. Poison: Your bite attack injects poison. The initial and secondary damage is 1d2 points of Constitution damage. The Fortitude DC is 11 + your Constitution modifier. Pounce: If you charge, you may make a full attack with your natural attacks. In addition, if you have the rake ability, you may use it when you pounce. Powerful Charge: You deal an extra 1d6 points of damage when you charge. Rage: You may fly into a rage in combat after taking damage. You gain a +4 bonus to Strength and Constitution and a -2 penalty to Armor Class. You cannot end this rage voluntarily; it ends only if you are unconscious, dead, or have no other enemies in sight. Rake: You may select this ability only if you have claw attacks from the Wereform Weapons feat. When grappling and attacking with a natural weapon, you may use your feet to make up to two claw attacks against your grappled opponent in addition to your other attacks for the round. Your feet must be uncovered to use this ability, so you cannot be wearing shoes or boots. These foot claws use the attack bonus of your main claw attack and are not subject to the normal -4 penalty for using a natural weapon during a grapple. You can rake only if you start your turn grappling (or have pounce); you cannot start a grapple and rake on the same turn. Sprint: Once per hour, you can move up to ten times your speed (five times in hybrid form) while making a charge. Stampede: If you successfully overrun an opponent who resists your overrun attempt, you automatically deal 1d6 points of damage plus your Strength bonus to that opponent. Superior Low-Light Vision: Your low-light vision in wereform increases from two times normal to five times normal. Trip: To use this ability, you must hit with the attack form indicated. You may immediately make a trip attempt as a free action without provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip you in return. Special: If the above table lists more than one special ability for your lycanthrope animal, you may select this feat multiple times. Its effects do not stack. Each time you select this feat, you gain a different special ability appropriate to your lycanthrope animal.
Wereform Weapons [Fighter, General]
**Choose one option at the time you select the feat. This choice cannot be altered once selected, though you can select the feat again if you want the third attack. You can use the natural attacks gained from this feat in the same manner as your lycanthrope animal does in terms of which are primary and which are secondary. For example, a weretiger simple lycanthrope with this feat has two claw attacks and a bite attack, used in that order. The damage for this attack or attacks depends on your size in wereform, as given in the following table.
Special: A crocodile normally can't use its bite and tail slap attack in the same round, but a werecrocodile with this feat can. If your lycanthrope animal is a horse, you gain either one hoof attack or a hoof attack and a bite attack the first time you select this feat. If you chose a hoof attack, you may select this feat a second time to gain the second hoof attack.
This content is produced under version 1.0a and/or draft versions of the Open Game License and the System Reference Document by permission of Wizards of the Coast. |
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