weretouched master

WERETOUCHED MASTER

Weretouched masters are shifters who learn to enhance their shifting ability to accentuate the power of their lycanthrope heritage. They quickly learn not just to alter their humanoid form but to actually take on animal forms as their ancestors did. Over time, they grow to master both animal and hybrid forms of all the once-common lycanthropes. Along with their growing mastery of their physical form, weretouched masters become increasingly wild in spirit, less comfortable in human society.

Most weretouched masters begin their careers as fighters, rangers, or barbarians and seek to enhance their combat ability through mastery of animal forms. Few are druids, because druids learn to assume more animal forms more quickly than weretouched masters and have little to gain from this class.

Hit Die: d8.

REQUIREMENTS

To qualify to become a weretouched master, a character must fulfill all the following criteria.

Race: Shifter.

Base Attack Bonus: +4.

Skills: Knowledge (nature) 2 ranks, Survival 5 ranks.

Feat: Any shifter feat.

Special: A weretouched master cannot also possess the Shapeshifter ranger archetype.

CLASS SKILLS

The weretouched master’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Points per Level: 2 + Int modifier.

THE WERETOUCHED MASTER

Level BAB Fort Ref Will Special
1st +0 +2 +2 +0 Weretouched I
2nd +1 +3 +3 +0 Wild empathy, bonus shifter feat
3rd +2 +3 +3 +1 Weretouched II
4th +3 +4 +4 +1 Frightful shifting, bonus shifter feat
5th +3 +4 +4 +1 Alternate form

CLASS FEATURES

All of the following are class features of the weretouched master.

Weapon and Armor Proficiency: Weretouched masters gain no proficiency with any weapons, armor, or shields.

Weretouched I (Su): At 1st level, a weretouched master chooses one animal type that represents his lycanthrope heritage: bear, boar, crocodile, dire bat, dire rat, shark, tiger, wolf, or wolverine. When shifting, his appearance changes to strongly resemble a hybrid lycanthrope of the chosen type: His facial features become more bestial, fur sprouts on his body, and he grows a short tail. In addition, he gains one of the following extra benefits each time he shifts, depending on his lycanthrope ancestor.

  • Bear or Tiger: While shifting, the weretouched master gains a +2 bonus to Strength and manifests claws that can be used as natural weapons. These claws deal 1d4 points of damage, plus Str modifier and an additional +1 for every four character levels he has, on a successful attack. If he already has the razorclaw shifter trait or the Improved Natural Attack feat, his claw damage increases by one die size.

  • Crocodile: While shifting, the weretouched master gains a +2 bonus to Strength and manifests fangs that can be used as a natural weapon, dealing 1d6 points of damage (plus an additional +1 for every four character levels he has) with a successful bite attack. If he already has the longtooth shifter trait or the Improved Natural Attack feat, his bite damage increases by one die size.
  • Boar, Shark, or Wolverine: While shifting, the weretouched master gains a +2 bonus to Constitution and manifests tusks (for boars) or fangs (for sharks and wolverines) that can be used as a natural weapon, dealing 1d6 points of damage, plus Str modifier and an additional +1 for every four character levels he has, on a successful gore or bite attack. If he already has the longtooth shifter trait or the Improved Natural Attack feat, his bite or gore damage increases by one die size.
  • Dire Bat, Dire Rat, or Wolf: While shifting, the weretouched master gains a +2 bonus to Dexterity and manifests fangs that can be used as a natural weapon, dealing 1d6 points of damage (plus an additional +1 for every four character levels he has) with a successful bite attack. If he already has the longtooth shifter trait or the Improved Natural Attack feat, his bite damage increases by one die size.

Wild Empathy (Ex): Like a druid or a ranger, a weretouched master gains the ability to use body language, vocalizations, and demeanor to improve the attitude of an animal. This ability functions like a Diplomacy check made to improve the attitude of a person. The weretouched master rolls a d20 and adds his weretouched master level and his Charisma modifier to determine the wild empathy check result. If he has druid or ranger levels, he adds his weretouched master level to those levels to determine his total modifier. If the animal is of the same kind as the weretouched master’s lycanthrope ancestor, he gains a +4 bonus on this check.

To use wild empathy, the weretouched master and the animal must be able to study each other, which means that they must be within 30 feet of each other under normal conditions. Generally, influencing an animal in this way takes 1 minute. As with influencing people, it might take more or less time.

A weretouched master can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Bonus Shifter Feat: At 2nd level and again at 4th level, a weretouched master gains a bonus shifter feat. The weretouched master must still meet the prerequisites of a feat to select it.

Weretouched II (Su): At 3rd level, a weretouched master gains the scent ability. In addition, he manifests a special benefit derived from his lycanthrope ancestor when he is shifting.

  • Bear—Grab: To use this ability, the weretouched master must hit with a claw attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity.

  • Boar—Ferocity: The weretouched master may fight on even if it is below 0 hit points (dying). He may only take partial actions and must still make Fortitude saves to avoid death and stabilize. If the weretouched master already possesses the Shifter Ferocity feat, he makes his Fortitude saves to stabilize at +4.
  • Crocodile—Chomp: When the weretouched master hits with a bite attack, it can attempt to start a grapple as a free action without provoking an attack of opportunity.
  • Dire Bat—Blindsense: The weretouched master can use high frequency sounds to locate concealed foes. He gains blindsense 60’.
  • Dire Rat—Climb Speed: The weretouched master manifests a climb speed of 20 feet. In addition, he can use his Dexterity modifier instead of his Strength modifier for Climb checks. If he already has the cliffwalk shifter trait, his climb speed increases by 10 feet.
  • Shark—Swim Speed: The weretouched master manifests a swim speed of 30 feet. Having a swim speed gives him a +8 racial bonus to Swim checks. In addition, the range of his scent ability increases to 180 feet underwater. If he already has the truedive shifter trait, his swim speed increases by 10 feet.
  • Tiger—Pounce: If the weretouched master charges a foe, he can make a full attack.
  • Wolf—Trip: If the weretouched master hits with a bite attack, he can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the weretouched master.
  • Wolverine—Rage: If the weretouched master takes damage, he flies into a berserk rage on his next turn, biting madly until either he or his opponent is dead, or until his shifting ends. He gains +2 to Strength, +2 to Constitution, and –2 to Armor Class while raging. He cannot end his rage voluntarily, but unlike a barbarian, he is not fatigued after his rage ends.

Frightful Shifting (Ex): At 4th level, a weretouched master gains an unsettling presence when he uses his shifting ability or his alternate form ability. When he attacks or charges, opponents within 30 feet who witness his attack may become shaken for 5d6 rounds.

This ability affects only opponents with fewer Hit Dice or levels than the weretouched master’s character level. An opponent can resist the effect with a successful Will save (DC 10 + weretouched master’s class level + his Cha modifier). An opponent who succeeds on the saving throw is immune to that weretouched master’s frightful shifting for 24 hours. Frightful shifting is a mind-affecting fear effect.

Alternate Form (Su): Assuming an alternate animal or hybrid form is a standard action that requires the weretouched master to spend one of his daily uses of the shifting ability. However, assuming an alternate animal or hybrid form is not the same as “shifting” and does not impart any of the benefits of shifting. For example, a razorclaw shifter does not gain any of his razorclaw shifter traits upon assuming an alternate animal or hybrid form.

A weretouched master cannot use his shifting ability while in alternate form. He can remain in animal or hybrid form until he decides to revert to his natural form (also a standard action).

At 5th level, a weretouched master can assume the animal form or hybrid form related to his lycanthrope heritage (the same animal selected at 1st level). Instead of using his normal shifting ability, he can shift into animal form as though using the spell beast shape II on himself, though his gear is not affected, he does not regain hit points for changing form, and only the specific animal form indicated for the lycanthrope heritage can be assumed.

A weretouched master can also assume a bipedal hybrid form with prehensile hands and animalistic features (possibly allowing him to retain his armor and use weapons) but otherwise conforming to the limits of beast shape II. If the hybrid form is a different size category than the weretouched master’s humanoid form, he cannot use his armor and suffers a cumulative -2 penalty to attack rolls for each size difference between the size the weapon is designed for and the character’s current size.

A slain weretouched master reverts to his humanoid form, although he remains dead. Separated body parts retain their animal form, however.

weretouched master

Zeitgeist Jim_Mount