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Curse of the Moon -- Feats Preview

Curse 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]
Your hybrid form is of unusually large size.
   Prerequisites: Lycanthrope (fey or simple), Larger Beastform.
   Benefit: Your hybrid form 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 hybrid form 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.

Lycanthrope Empathy [General]
You gain an empathic bond with your lycanthrope animal.
   Prerequisite: Lycanthrope (fey or simple).
   Benefit: You can communicate and empathize with normal or dire animals corresponding to your beastform. This ability grants you a +4 racial bonus on checks made to influence such an animal's attitude and allows the communication of simple concepts as well as (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."

Smaller Beastform [General]
You may assume a beastform that's smaller than normal.
   Prerequisite: Lycanthrope (fey or simple).
   Benefit: When you assume your beastform, you may become one size smaller than your normal size if desired. Your size-based modifiers on grapple and Hide checks change to those appropriate for your new size. Your ability scores, speed, face, and reach are unaffected by the change.

Wereform Enhancement [General]
You gain greater strength and agility in wereform.
   Prerequisites: Lycanthrope (fey or simple), base Fortitude or Reflex save +2.
   Benefit: You get a +4 enhancement bonus to Strength and Dexterity while you are in wereform.

Wereform Special Ability [General]
While in wereform, you gain one of your lycanthrope animal's special abilities, such as rend or trip.
   Prerequisites: Lycanthrope (fey or simple), a lycanthrope animal with a special attack or special quality.
   Benefit: You gain a special ability of your lycanthrope animal, which you may use in wereform. Select one ability from your lycanthrope animal's entry in the following table.
AnimalSpecial Abilities Available
BadgerRage
BatBlindsense 40 ft.
BearImproved grab (claw)
BisonStampede
BoarFerocity
CheetahSprint, trip (claw or bite)
CrocodileImproved grab (bite)
EagleEvasion
ElephantStampede
HyenaTrip (bite)
LeopardImproved grab (bite), pounce, rake
LionImproved grab (bite), pounce, rake
OctopusConstrict, improved grab (arm), ink cloud, jet
OwlSuperior low-light vision
PorpoiseBlindsight 120 ft.
RhinocerosPowerful charge
SharkBlindsense 30 ft., keen scent
Snake, constrictorConstrict, improved grab (bite)
Snake, viperPoison
SquidConstrict, improved grab (tentacle), ink cloud, jet
TigerImproved grab (claw or bite), pounce, rake
WeaselAttach
WhaleBlindsight 120 ft.
WolfTrip
The special abilities as they apply to your wereform are described below.
   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]
You gain additional natural attacks appropriate to your lycanthrope animal.
   Prerequisites: Lycanthrope (fey or simple), lycanthrope animal with more than one natural attack.
   Benefit: You gain one or two additional natural attacks appropriate to your lycanthrope animal.
AnimalNumber and Type of Attacks
Ape2 claws
Badger2 claws
Bear2 claws
Cat2 claws
Cheetah2 claws
Crocodile1 tail slap
Eagle2 talons*
Elephant2 stamps
Horse1 hoof or 1 hoof and 1 bite**
Leopard2 claws
Lion2 claws
Mule1 hoof
Octopus1 arm
Owl2 claws
Pony2 hooves
Raven2 claws
Squid1 tentacle
Tiger2 claws
Wolverine2 claws
*Why these are called talons in the MM rather than claws, I have no idea.
**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.
Damage For Additional Attacks
SizeOneTwo
Fine----
Diminutive1--
Tiny1d2--
Small1d31
Medium1d41d2
Large1d61d3
Huge1d81d4
Gargantuan2d61d6
Colossal3d61d8
   For example, a human weretiger simple lycanthrope normally has a bite attack for 1d4 points of damage. With this feat, he gains two additional claw attacks for 1d2 points of damage each.
   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.
    Designation of Product Identity: None.
    Designation of Open Game Content: Subject to the Designation of Product Identity above, the entirety of "Curse of the Moon: Feat Preview" is Open Game Content. "Curse of the Moon: Feat Preview" Copyright © 2006 Sean K Reynolds. All rights reserved.
    Open Game License