Werewolf [4e monster class] (WIP, PEACH, etc.)

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IMAGE(http://i39.photobucket.com/albums/e199/Conspiracy-/werewolf.jpg)

-This and all images used without permission. Sorry if anyone is bothered!-

There's been a little talk about lycanthropy recently, so I thought I'd take a shot at making a reasonable werewolf. First of all, HUGE thanks to the guys who made the DM Toolkit- it's amazing. Oh yeah, and thanks to WotC for making a great game ;)

The werewolf I'm making is a Primal striker. He needs to be able to target foes and do substantial damage. He also needs to survive the inevitable backlash, whether through toughness, good defenses, control, or mobility. Finally, he needs to have some neat options out of combat that other classes don't necessarily have.

My plan is for two builds, one focused on mobility and control and the other focused on heavy damage and toughness. There will be crossover, but both should ideally have separate identities and strategies. Out of combat, I will focus on the extraordinary senses, intimidating mien, and connection to animals that make the werewolf's traditional portfolio.

Limitations of Monsters
The difficult thing about making a monster is that it doesn't work well with a lot of other stuff. Weapons and other items don't always fit in with our image of the monster, and conventional multi-classes also can make little sense. It's then necessary to come up with some varied mechanics to ensure that the monster class isn't totally one dimensional. If every werewolf is the same, it won't be much fun to make and play one!


The Basics

IMAGE(http://www.walden.com/walden/_images/custom_images/caspian/WereWolf.jpg)


"Cattle, you say? No, I did not slaughter your cattle."

Class Traits
Role:
Striker
Source: Primal
Key Abilities: Strength, Constitution, Dexterity, Wisdom
Armor Proficiencies: Cloth Armor, Leather Armor, Hide Armor
Weapon Proficiencies: Simple Melee
Bonus to Defense: +1 Fortitude, +1 Reflex
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges: 6 + Constitution modifier
Trained Skills: Nature plus 4 others. From the class skills list below, choose 4 more trained skills at 1st level. Class Skills: Athletics (Str), Endurance (Con), Heal (Wis), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Stealth (Dex)
Build Options: Swift Hunter, Savage Predator
Class Features: Feral Forms, Killer Instinct, Preferred Form, Savage Howl, Shape Shift, Tooth and Nail

The werewolf is a storied monster, a hunter on the fringe of civilization that preys upon the weak and the unwary. Merely hearing the howl of a werewolf is sometimes enough to make foes stop in their tracks. A werewolf uses this fear and mystique to keep foes off guard.

You are a natural shapeshifter, able to take on the form of a humanoid, a powerful wolf, and a fearsome human-wolf-hybrid. As a werewolf, you likely keep your true nature hidden most of the time. When the moment is right, you reveal the beast within and strike swiftly with all the fury that nature can muster.

Exactly whom you strike out against depends on your history. Perhaps the encroachment of evil humanoids has caused you to take up the path of the adventurer and drive the menace from the lands of your people. Perhaps you have blended in with elves, dwarves, humans, and the like for your whole life, choosing the comforts of civilization over the call of your instincts. You may share the morals and goals of your adopted culture. Whatever the case, you use your inborn feral might to achieve a place in legend.


Builds

Savage Predator
As a Savage Predator, you prefer to take the shape of a human-wolf hybrid. There is no mistaking your deadly nature, so you rely on Strength and Constitution to overpower your foes. Strength is your main ability score, since it controls your attacks. A good Wisdom score will help some of your abilities as well.
Suggested Feat: Thick Hide (Human feat: Action Surge)
Suggested Skills: Athletics, Endurance, Heal, Intimidate, Nature
Suggested At-Will Powers: hamstring, rake
Suggested Encounter Power: goad
Suggested Daily Power: crush the weak

Swift Hunter
You run on four legs, like the creatures of the wood. Sharp senses and swift movements make you a hard target in battle and a difficult adversary to evade. Your attack powers use Strength, but you gain additional benefits from a good Dexterity score. Strength should be your highest ability score, followed by Dexterity. Wisdom is a good tertiary ability for all werewolves.
Suggested Feat: Improved Initiative (Human feat: Weapon Focus (Natural Attacks))
Suggested Skills: Athletics, Insight, Nature, Perception, Stealth
Suggested At-Will Powers: latch on, lunging bite
Suggested Encounter Power: throat rip
Suggested Daily Power: blood frenzy


Class Features
Werewolf Class Features
Every Werewolf shares these class features.

Feral Forms
All werewolves can transform into the following forms.
Swift Hunter
You transform into a powerful wolf or wolf-like canine with powerful jaws and sharp teeth. Your movement speed is increased by 1 square in this form.

Savage Predator
You transform into a two-legged half-man, half-wolf with deadly claws. Once per round as a free action, you may negate the damage you take from a single attack or effect, up to the value of 1 + 1/2 your Constitution modifier. If you have negated damage this way since the start of your turn, you cannot negate it again until the start of your next turn.


Killer Instinct
At 3rd, 8th, 13th, 18th, 23rd, and 28th levels you gain a cumulative +1 bonus to attack rolls while in Swift Hunter or Savage Predator form. In addition, your critical hits with werewolf powers gain a cumulative bonus to damage of +1d6 at these levels.


Preferred Form
Choose one of the following forms as your favorite. All werewolves can turn into either form, regardless of this choice.

Savage Predator You add your Constitution modifier to damage rolls with natural attacks in any form. At 11th level, this becomes Constitution modifier + 4 and, at 21st level, it becomes Constitution modifier + 8. You also add your Constitution modifier to your AC when you are not in heavy armor. At first level, you learn the rake at-will attack power and one other at-will attack power from the werewolf list.

Swift Hunter You add your Dexterity modifer to damage rolls with natural attacks no matter what form you are in. At 11th level, this becomes Dexterity modifier + 4 and at 21st level it becomes Dexterity modifier + 8. You also add your Wisdom modifier as a bonus to AC against opportunity attacks. At first level, you learn the lunging bite at-will attack power and one other at-will attack power from the werewolf list.


Savage Howl
Once per encounter, you can unleash your primal fury in a potent howl. You can make use of abilities such as Howl of Fury and Howl of Pain. Additional feats may grant other uses of this ability. No matter how many uses you have learned for this power, you can only use one of them per encounter.


Shape Shift
Once per turn as a minor action, you can change form. Your three forms are humanoid (of whatever race you chose at character creation), Swift Hunter, and Savage Predator. You cannot change your appearance except to change forms. For example, every time you become a Swift Hunter, your size, coloration, and other characteristics are the same.


Tooth and Nail
You can attack with claws and fangs, your natural weapons. [N] refers to the damage dice for these weapons. In either feral form, [N] is 1d8. Your natural attacks are considered one-handed weapons with a +2 proficiency bonus. You are automatically proficient with natural attacks.

You can take the Weapon Focus feat for natural attacks, in which case the damage bonus from Weapon Focus applies to all attacks that use [N] for their damage dice. Powers that do not use the [N] notation do not benefit from any bonuses or effects that alter your natural attacks.


Class Feature Powers

Shape Shift Werewolf Feature
You quickly become a man, a beast, or a terrifying mix of the two.
_______________________
At-Will * Primal, Polymorph, Primal
Minor Action Personal
_______________________
Effect: You change into humanoid, Swift Hunter, or Savage Predator form. When you are in humanoid form, you cannot use powers with the feral form keyword. Your equipment becomes part of your Swift Hunter or Savage Predator form, but you drop anything you are holding and cannot use weapons or implements in either form. You can use the properties and powers of magic items you wear, but not the properties and powers of wondrous items. You cannot remove or otherwise access any equipment that becomes part of you.
Special: You can use this power once per round.


Savage Howl: Howl of Fury Werewolf Feature
You make your deadly intent clear.
_______________________
Encounter * Primal, Fear, Feral Form
Minor Action Close burst 2
Target: Each enemy in burst.
Attack: Strength vs. Will
_______________________
Hit: The target is slowed until the end of your next turn.
Special: If you are trained in Intimidate, the target is immobilized instead of slowed.

Savage Howl: Howl of Pain Werewolf Feature
Your wounds bring out the beast in you.
_______________________
Encounter * Primal, Feral Form, Healing
Minor Action Personal
Requirements: You must be bloodied.
Target: Self.
_______________________
Effect: You may spend a healing surge. In addition, your next attack this turn gains a power bonus to the attack roll equal to your Wisdom modifier.


Powers, feats, and paragon paths will follow...

truth/humor
Ed_Warlord, on what it takes to make a thread work: I think for it to be really constructive, everyone would have to be honest with each other, and with themselves.

 

iserith: The game doesn't profess to be "just like our world." What it is just like is the world of Dungeons & Dragons. Any semblance to reality is purely coincidental.

 

Areleth: How does this help the problems we have with Fighters? Do you think that every time I thought I was playing D&D what I was actually doing was slamming my head in a car door and that if you just explain how to play without doing that then I'll finally enjoy the game?

 

TD: That's why they put me on the front of every book. This is the dungeon, and I am the dragon. A word of warning though: I'm totally not a level appropriate encounter.

Swift Hunter automatically receives Lunging Bite as an at-will attack, while Savage Predator receives Rake. Each player can also choose a second at-will.

Level 1 Powers

Hamstring Werewolf Attack 1
Try to run now!
_______________________
At-Will * Primal, Feral Form
Standard Action Melee touch
Target: One creature.
Attack: Strength vs. AC
_______________________
Hit: 1[N] + Strength modifier damage and the target is slowed until the end of your next turn.
Special: This power counts as a melee basic attack.


Latch On Werewolf Attack 1
You bite the enemy and don't let go.
_______________________
At-Will * Primal, Feral Form
Standard Action Melee touch
Target: One creature.
Attack: Strength vs. Fortitude.
_______________________
Hit: 1[N] + Strength modifier damage and the target is grabbed by you. You may sustain this power until the target breaks free from your grab.
Sustain Standard: 1[N] + Strength modifier damage and the target is still grabbed. You may not make any other attacks as long as you sustain this power.
Special: This power counts as a melee basic attack.


Lunging Bite Werewolf Attack 1
Your speed surprises your foe as you drag him to the ground with your powerful jaws.
_______________________
At-Will * Primal, Feral Form
Standard Action Melee touch
Requirement: You must be in Swift Hunter form.
Target: One creature
Attack: Strength vs. Reflex.
_______________________
Hit: 1[N] + Strength modifier damage. On a natural roll of 17-20, the target is knocked prone.
Special: Shift 2 squares before attacking.


Rake Werewolf Attack 1
Your claws rend the enemy's flesh.
_______________________
At-Will * Primal, Feral Form
Standard Action Melee touch
Requirement: You must be in Savage Predator form.
Target: One or two creatures
Attack: Strength vs. AC, two attacks
_______________________
Hit: 1[N] + Strength modifier damage.



Feral Growl Werewolf Attack 1
The sound of your rage sends shivers down your enemies' spines.
_______________________
Encounter * Primal, Fear, Feral Form, Psychic
Standard Action Close burst 2
Target: Enemies in burst.
Attack: Strength+2 vs. Will
_______________________
Hit: 1d6 Psychic damage.
Savage Predator: The target also takes a -1 penalty to attack rolls until the beginning of your next turn.


Goad Werewolf Attack 1
You inflict another cruel wound, driving your foe into a rage.
_______________________
Encounter * Primal, Charm, Feral Form
Standard Action Melee touch
Target: One creature.
Attack: Strength vs. AC
_______________________
Hit: 2[N] + Strength modifier damage, and the target is marked until the end of your next turn. If the target attacks you with a melee or close power while it is marked by this power, you may make a melee basic attack against that target as an immediate interrupt.


Harrying Attack Werewolf Attack 1
You tear at your enemy from all sides.
_______________________
Encounter * Primal, Feral Form
Standard Action Melee touch
Target: One creature.
Attack: Strength vs. AC
_______________________
Hit: 1[N] + Strength modifier + Dexterity modifier damage. You may shift one and make a secondary attack against the same target.
[INDENT]Secondary Target: The target of your primary attack
Secondary Attack: Strength+2 vs. AC
Hit: 1[N]+ Strength modifier + Dexterity modifier damage.[/INDENT]


Throat Rip Werewolf Attack 1
Mercy is for the weak.
_______________________
Encounter * Primal, Feral Form
Standard Action Melee touch
Target: One creature.
Attack: Strength vs. AC
_______________________
Hit: 1[N] + Strength modifier damage.
Swift Hunter: This power is a minor action if you are in Swift Hunter form.
Special: If your target is prone or bloodied, this power scores a critical hit on a roll of 18 - 20.



Blood Frenzy Werewolf Attack 1
As your enemy drops to the ground, you turn your gaze to his hapless companions.
_______________________
Daily * Primal, Feral Form
Free Action Melee touch
Trigger: One of your close or melee attacks reduces an enemy to 0 hit points.
Target: One creature.
Attack: Strength vs. AC
_______________________
Hit: 3[N] + Strength modifier damage. If this attack reduces a foe to 0 hit points, you may shift 1 and make a secondary attack.
Miss: Half damage and you may still make the secondary attack if you reduce the foe to 0 hit points.
[indent]Secondary Target: One creature other than the primary target.
Secondary Attack: Strength+2 vs. AC
Hit: 3[N] + Strength modifier damage.[/indent]


Crush the Weak Werewolf Attack 1
You single out an easy target.
_______________________
Daily * Primal, Feral Form
Standard Action Melee touch
Target: One creature.
Attack: Strength vs. AC
_______________________
Hit: 3[N] + Strength modifier damage.
Miss: Half damage.
Special: If the target is slowed, weakened, or bloodied the attack deals an extra 1[N] damage per each of these conditions.


Lacerate Werewolf Attack 1
Your foe struggles to keep fighting as blood pours from its wound.
_______________________
Daily * Primal, Feral Form
Standard Action Melee touch
Target: One creature.
Attack: Strength vs. AC
_______________________
Hit: 3[N] + Strength modifier damage, and the target takes ongoing 5 damage and a -1 penalty to attack rolls (save ends both).
Miss: Half damage, no ongoing damage, and the -1 penalty lasts until the end of your next turn.



Utility powers sometimes work outside of feral forms, which should make it easier to do neat things out of combat without scaring people very badly. Any feedback about the appropriateness of the power frequencies would be greatly appreciated.

Level 2 Powers

Five Senses Utility 2
Nothing escapes your notice as you pause to listen and sniff the air.
_______________________
At-Will * Primal
Move Action Personal
Prerequisites: You must be trained in Perception.
_______________________
Effect: You have blindsight extending a number of squares equal to your Wisdom modifier until the beginning of your next turn.


Forest Lord's Might Werewolf Utility 2
Your arrogant stance lets your enemies know just where they are in the food chain.
_______________________
Daily * Primal, Fear, Feral Form, Stance
Minor Action Personal
Prerequisites: You must be trained in Intimidate.
_______________________
Effect: As an immediate interrupt, you can impose a -1 penalty to an attack roll against you. If the attacker is of the Beast type, the penalty is -2.
Savage Predator: You may also impose a penalty to an attack against an adjacent ally.


Relentless Pursuit Werewolf Utility 2
Running away is the worst thing you can do.
_______________________
Encounter * Primal, Feral Form
Immediate Reaction Personal
Trigger: An adjacent enemy shifts or moves to a non-adjacent square.
_______________________
Effect: You may shift 3 squares to any square adjacent to the enemy that moved away. You have combat advantage against that enemy until the end of your next turn.
Swift Hunter: You may shift 3 + Wisdom modifer squares instead.


Stare Down Werewolf Utility 2
Your menacing glare holds a frightening promise.
_______________________
Daily * Primal
Minor Action Personal
_______________________
Effect: You gain a power bonus to your next Intimidate check this turn equal to your Strength modifier.


Level 3 Powers

Pack Mentality Werewolf Attack 3
Like a hunting wolf, you circle your prey and strike while your ally distracts it.
_______________________
Encounter * Primal, Feral Form
Standard Action Melee touch
Requirement: The target must be marked by an ally of yours.
Target: One creature.
Attack: Strength vs. Reflex
_______________________
Hit: 2[N] + Strength modifier damage.
Effect: You can shift 1 square after this attack.


Predatory Pounce Werewolf Attack 3
You throw yourself at the enemy, sending him sprawling to the ground.
_______________________
Encounter * Primal, Feral Form
Standard Action Melee touch
Target: One creature
Attack: Strength vs. AC
_______________________
Hit: 1[N] + Strength modifier damage and you push the target 2 squares and knock it prone. You can then shift 2 to any square adjacent to the target.
Special: You can use this power in place of a melee basic attack when you charge.


Savage Whirlwind Werewolf Attack 3
As enemies surround you, your rage builds until you lash out in a blur of claws and fangs.
_______________________
Encounter * Primal, Feral Form, Healing
Standard Action Close burst 1
Target: Each enemy in burst.
Attack: Strength vs. AC
_______________________
Hit: 1[N] + Strength modifier damage.
Savage Predator: You gain temporary hit points equal to your Wisdom modifier times the number of enemies you hit with this attack.


Swift Ambush Werewolf Attack 3
Your enemies stare dully as you leap into their midst and deliver a devastating attack.
_______________________
Encounter * Primal, Feral Form
Standard Action Melee touch
Target: One creature.
Attack: Strength vs. AC
_______________________
Hit: 2[N] damage and the target is dazed until the end of your next turn.
Swift Hunter: If your target has not yet acted in this encounter, this attack deals extra damage equal to your initiative modifier.


Level 5 Powers

Beast Lord's Cry Werewolf Attack 5
Savage fury wells up within you, and you let it loose with a mighty battle cry.
_______________________
Daily * Primal, Feral Form, Healing
Minor Action Personal
_______________________
Effect: Your attacks with werewolf powers deal an extra 1d6 damage. In addition, you gain regeneration equal to 3 + your Wisdom modifier. These effects last until the end of the encounter.


Desperate Frenzy Werewolf Attack 5
As your enemy pushes for the kill, you retaliate with instinctive savagery.
_______________________
Daily * Primal, Feral Form, Healing
Immediate Reaction Melee touch
Trigger: An enemy's attack causes you to be bloodied.
Target: The triggering enemy
Attack: Strength vs. AC, two attacks
_______________________
Hit: 1[N] + Strength modifier damage per attack.
Miss: Half damage per attack
Effect: You may spend a healing surge.


Terrifying Carnage Werewolf Attack 5
A series of brutal attacks makes your foes question their resolve.
_______________________
Daily * Primal, Fear, Feral Form
Standard Action Melee touch
Target: One or two creatures
Attack: Strength vs. AC , two attacks
_______________________
Hit: 2[N] + Strength modifier damage per attack. If both attacks hit, enemies within 5 squares of you take a -2 penalty to all defenses until the end of your next turn.
Miss: Half damage per attack and a -1 penalty to defenses if either attack misses.


Level 6 Powers

Bestial Vigor Werewolf Utility 6
The harder they hit, the less you care.
_______________________
Daily * Primal, Healing
Immediate Reaction Personal
Trigger: You are damaged by an enemy's attack.
_______________________
Effect: You gain temporary hit points equal to the number of hit points you lost from this attack. These temporary hit points are lost if you are healed by any other effect.



Feral Leap Werewolf Utility 6
With surprising grace and strength, you vault into the perfect spot.
_______________________
Encounter * Primal
Move Action Personal
Prerequisites: You must be trained in Athletics.
_______________________
Effect: Make an Athletics check to jump, determining the DC as if you had a running start. The distance you jump can exceed your speed.
Swift Hunter: This movement does not provoke opportunity attacks.



Intuitive Perception Werewolf Utility 6
Something tells you that things are not as they appear
_______________________
Encounter * Primal
Immediate Interrupt Personal
Trigger: You roll an Insight or Perception check and dislike the result.
Prerequisites: You must be trained in Insight or Perception. Either is sufficient to allow full use of this ability.
_______________________
Effect: Reroll the Insight or Perception check with a power bonus equal to your Wisdom modifier. You must keep the result of the second roll, even if it is lower. The use of this power must be declared before the result of the roll is known.



Savage Resolve Werewolf Utility 6
As the howls of a thousand ancestors echo in your mind, you pick yourself up to fight on.
_______________________
Daily * Primal
Minor Action Personal
Prerequisites: You must be trained in Endurance.
_______________________
Effect: You can make a saving throw with a bonus equal to 1/2 your Constitution modifier against one effect that a save can end. If you succeed, you can act normally this turn with regard to that effect.


Level 7 powers

Brutal Finish Werewolf Attack 7
Sinking your fangs into one foe's throat, you eye his companion menacingly.
_______________________
Encounter * Primal, Fear, Feral Form, Psychic
Free Action Close burst 5
Trigger: You reduce an enemy to 0 hit points.
Target: One creature in burst
Attack: Strength+2 vs. Will
_______________________
Hit: 1d6 psychic damage and the target is dazed until the end of your next turn.


Chosen Prey Werewolf Attack 7
Sinking your jaws into the enemy's leg, you drag it away from the protection of its allies.
_______________________
Encounter * Primal, Feral Form
Standard Action Melee touch
Target: One creature that is no more than one size category larger than you
Attack: Strength vs. Fortitude
_______________________
Hit: 1[N] damage and you may shift 3 squares. The target is then pulled 3 squares to any square adjacent to you.
Swift Hunter: This power is a move action instead of a standard action.


Lead the Pack Werewolf Attack 7
You rip into your foe, leaving him vulnerable to an all-out assault.
_______________________
Encounter * Primal, Feral Form
Standard Action Melee touch
Target: One creature.
Attack: Strength vs. AC
_______________________
Hit: 2[N] + Strength modifier damage and the target grants combat advantage to you and your allies until the end of your next turn.


Lunatic Assault Werewolf Attack 7
Teeth and claws screaming out for blood, you throw yourself at the enemy.
_______________________
Encounter * Primal, Feral Form
Standard Action Melee touch
Target: One creature
Attack: Strength vs. AC
_______________________
Hit: 3[N] + Strength modifier damage.
Effect: You grant combat advantage to all enemies until the beginning of your next turn.
Savage Predator: You may also add your Constitution modifier to damage.


Level 9 Powers

Brutal Frenzy Werewolf Attack 9
In a dreadful blur, you send enemies tumbling in all directions.
_______________________
Daily * Primal, Feral Form
Standard Action Melee touch
Target: One creature
Attack: Strength vs. Reflex
_______________________
Hit: 1[N] + Strength modifier damage and the target is pushed 1 square and knocked prone.
Miss: Half damage.
Effect: You can shift 3 squares and make a secondary attack against a different target.
[indent]Secondary Target: One creature that you have not yet targeted with this attack.
Secondary Attack: Strength+2 vs. Reflex
Hit: 1[N] + Strength modifier damage and the target is pushed 1 square and knocked prone.
Miss: Half damage.
Effect: You can shift 3 squares and repeat this secondary attack against a third target.[/indent]


Bleed the Prey Werewolf Attack 9
You gash your foe over and over, letting the life pour out of it.
_______________________
Daily * Primal, Feral Form
Standard Action Melee touch
Target: One creature
Attack: Strength vs. Fortitude, 3 attacks
_______________________
Hit: 1[N] damage per hit. If only one attack hits, the target takes ongoing 10 damage (save ends). If two attacks hit, the target takes ongoing 15 damage (save ends). If all three attacks hit, the target takes ongoing 15 damage and is weakened (save ends both).
Miss: Half damage per attack.


Howl at the Moon Werewolf Attack 9
You punctuate each attack with a wild bay.
_______________________
Daily * Primal, Fear, Feral Form, Psychic, Stance
Minor Action Personal
_______________________
Effect: Once per round after you hit a target with a melee or close attack, you may make a secondary attack against that target. The secondary attack is a Strength+2 vs. Will close burst 1 attack that, on a hit, does 1d6 psychic damage and inflicts a -2 penalty to the target's defenses until the end of your next turn.


Level 10 Powers

Alpha's Challenge Werewolf Utility 10
You don't like being threatened.
_______________________
Encounter * Primal, Fear
Immediate Reaction Personal
Trigger: An enemy marks you.
Prerequisite: You must be trained in Intimidate.
_______________________
Effect: The triggering enemy is marked (save ends).
Savage Predator: You are no longer marked.


Predator's Eye Werewolf Utility 10
You know just how to get the upper hand.
_______________________
Encounter * Primal
Minor Action Personal
Prerequisites: You must be trained in Insight.
_______________________
Effect: Until the end of your next turn, you gain combat advantage against one target you can see.
Swift Hunter: The target also cannot gain combat advantage against you



Surefooted Hunter Werewolf Utility 10
Brambles, swamps, and other obstacles don't slow you down.
_______________________
Daily * Primal, Stance
Minor Action Personal
_______________________
Effect: You ignore the effects of difficult terrain.


Wolf Pack Surge Werewolf Utility 10
Like hungry wolves, you and your allies move to surround the prey.
_______________________
Daily * Primal
Move Action Close burst 5
Target: You and all allies in burst
_______________________
Effect: Each target can shift a number of squares equal to 1 + your Wisdom modifier. All targets also gain a +1 power bonus to all defenses until the end of your next turn.

truth/humor
Ed_Warlord, on what it takes to make a thread work: I think for it to be really constructive, everyone would have to be honest with each other, and with themselves.

 

iserith: The game doesn't profess to be "just like our world." What it is just like is the world of Dungeons & Dragons. Any semblance to reality is purely coincidental.

 

Areleth: How does this help the problems we have with Fighters? Do you think that every time I thought I was playing D&D what I was actually doing was slamming my head in a car door and that if you just explain how to play without doing that then I'll finally enjoy the game?

 

TD: That's why they put me on the front of every book. This is the dungeon, and I am the dragon. A word of warning though: I'm totally not a level appropriate encounter.

Feats!

Admittedly I have a lot of work to do with powers, but I have some ideas here.

Heroic Tier

[smallcaps]Feral Agility[/smallcaps]
Prerequisite: Werewolf
Benefit: Your attacks that deal [N] damage have a +3 proficiency bonus and a 1d6 damage die.
Normal: Your attacks that deal [N] damage have a +2 proficiency bonus and a 1d8 damage die.


[smallcaps]Feral Brutality[/smallcaps]
Prerequisite: Werewolf, Wis 15
Benefit: Your attacks that deal [N] damage gain the Brutal 1 quality.


[smallcaps]Feral Rending[/smallcaps]
Prerequisite: Werewolf
Benefit: Your attacks that deal [N] damage gain the High Crit quality.


[smallcaps]Forest Strider[/smallcaps]
Prerequisite: Werewolf, Dex 15
Benefit: When you are outdoors, you gain a +1 feat bonus to your speed.


[smallcaps]Howl of Terror[/smallcaps]
Prerequisites: Werewolf, Savage Howl class feature
Benefit: You can call forth the power of nature to use howl of terror.
[indent]Savage Howl: Howl of Terror Werewolf Feature
Your bloodthirsty howl sends the enemy scattering.
Encounter * Primal, Feral Form, Fear
Minor Action Close burst 3
Target: Each enemy in burst
Attack: Strength vs. Will
Hit: You push the target a number of squares equal to 1 + 1/2 your Wisdom modifier.[/indent]


[smallcaps]Keen Senses[/smallcaps]
Prerequisite: Werewolf
Benefit: You gain low-light vision and a +2 feat bonus to Perception checks.


[smallcaps]Savage Punishment[/smallcaps]
Prerequisite: Werewolf, Savage Predator preferred form
Benefit: Your critical hits with melee attacks cause ongoing damage equal to your Constitution modifier (save ends). If the attack already does ongoing damage, this feat has no effect.


[smallcaps]Swift End[/smallcaps]
Prerequisite: Werewolf, Swift Hunter preferred form
Benefit: Your critical hits with melee attacks daze the target until the end of your next turn.


[smallcaps]Thick Hide[/smallcaps]
Prerequisite: Werewolf, Con 15
Benefit: You gain a +1 feat bonus to AC and Fortitude.


Paragon Tier

[smallcaps]Feral Certainty[/smallcaps]
Prerequisite: Werewolf, Wis 15
Benefit: Your natural attacks deal damage equal to your Wisdom modifier on a miss. This is not cumulative with any other effect that causes damage on a miss.


[smallcaps]Feral Might[/smallcaps]
Prerequisite: Werewolf
Benefit: Your [N] damage die increases by one step. 1d8 becomes 1d10 and 1d6 becomes 1d8.

[smallcaps]Powerful Lunge[/smallcaps]
Prerequisite: Werewolf, lunging bite
Benefit: Your lunging bite knocks your opponent prone on a natural attack roll of 15-20.
Normal: Your lunging bite knocks your opponent prone on a natural attack roll of 17-20.


[smallcaps]Savage Justice[/smallcaps]
Prerequisite: Werewolf, Savage Predator preferred form
Benefit: When an enemy causes you to become bloodied with a close or melee attack, you may make a melee basic attack against that enemy as an immediate reaction.


[smallcaps]Survival Instincts[/smallcaps]
Prerequisite: Werewolf
Benefit: When you are bloodied, you gain a +1 feat bonus to all defenses.


[smallcaps]Swift Recovery[/smallcaps]
Prerequisite: Werewolf, Swift Hunter preferred form
Benefit: You can stand from prone as a free action on your turn. In addition, you can make saving throws against the immobilized and slowed conditions at the beginning of your turn rather than the end. If the saving throw succeeds, you can act normally.




[smallcaps]Paragon Paths[/smallcaps] (still working on details! new tier, new challenges)


Feral Berzerker- Savage Predator path, gets more damage resistance features, regeneration... pretty straightforward. Maybe even some marking. Must. Resist. Marking jokes.
New Moon Stalker- Swift Hunter path, stealth and movement bonuses, maybe some invisibility.
Silverblood Avenger- Archnemy of evil, can transform into silvery werewolf. Probably can take more damage to deal more damage.
Wild Hunt Packmaster- Connected to Feywild, can grant some group bonuses and perhaps teleport a bit.

truth/humor
Ed_Warlord, on what it takes to make a thread work: I think for it to be really constructive, everyone would have to be honest with each other, and with themselves.

 

iserith: The game doesn't profess to be "just like our world." What it is just like is the world of Dungeons & Dragons. Any semblance to reality is purely coincidental.

 

Areleth: How does this help the problems we have with Fighters? Do you think that every time I thought I was playing D&D what I was actually doing was slamming my head in a car door and that if you just explain how to play without doing that then I'll finally enjoy the game?

 

TD: That's why they put me on the front of every book. This is the dungeon, and I am the dragon. A word of warning though: I'm totally not a level appropriate encounter.










2d8 seems a bit strong for an at-will power. Cant tell how you could change it though, since there is not attack info posted yet.
How about doing multiclass only?
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2d8 seems a bit strong for an at-will power. Cant tell how you could change it though, since there is not attack info posted yet.

That's weird. I wrote it with an "Attack" line, but it disappeared. The program I used was acting up a bit though. Thanks! Edit: Actually, ALL my Attack lines are not there. Edit again: OK, attack lines added.

How about doing multiclass only?

That's interesting, but I think there is room for a full class here. If I feel backed into a corner, this might be the way to go. Edit again: Also, my plan is to make Silver Dragon my next class, so I feel like going through this will be a good experience.

truth/humor
Ed_Warlord, on what it takes to make a thread work: I think for it to be really constructive, everyone would have to be honest with each other, and with themselves.

 

iserith: The game doesn't profess to be "just like our world." What it is just like is the world of Dungeons & Dragons. Any semblance to reality is purely coincidental.

 

Areleth: How does this help the problems we have with Fighters? Do you think that every time I thought I was playing D&D what I was actually doing was slamming my head in a car door and that if you just explain how to play without doing that then I'll finally enjoy the game?

 

TD: That's why they put me on the front of every book. This is the dungeon, and I am the dragon. A word of warning though: I'm totally not a level appropriate encounter.

Tell me how much sense this comparison makes in Heroic Tier. I'll think about higher level stuff later.

Math to compare DPR
A TWF ranger can stand in melee and spam Twin Strike for 2[W] + HQ + 2 x feat/magic/misc bonuses. The ranger can get weapon feats, a +3 prof weapon, and magic weapon properties. With a pair of Magic Bastard Swords +2 at level 6, the 18 Str ranger gets +12 to hit (+3 level, +4 Str, +3 prof, +2 enh) and hits for 1d10+3 (+1 Weapon Focus, +2 enh) twice with a +1d8 bonus if he hits at least once.

A werewolf can stand in melee and spam Rake for 2[N] + Str + Con/Dex + Killer Instinct. As of yet, no feats or items can augment this attack. At 6th level with 18 Str & 16 Con, the werewolf gets +10 to hit (+3 level, +4 Str, +2 for the power, +1 KI) and hits for 2d8+8 (+4 Str, +3 Con, +1 KI).

Against a typical monster of level 6 with AC 20, the ranger hits for .65*(5.5+3)*2 + (1-.35^2)*4.5 = 15 hp/round. The werewolf hits for .55*(9+8) = 9.35 hp/round. Crits and other item properties increase this disparity.


If anything, the werewolf needs a buff! Next to a ranger decently optimized for damage, he seems pretty weak (15 dpr versus 9.35 dpr).

This looks bad, so I put together a spreadsheet and looked at more numbers. Even with a d8 weapon and regular (1d6) HQ, a ranger with a +10 to hit at level 6 is still looking at 11.04 dpr. Increasing the damage die for the werewolf to d10 pushes us up to 12 dpr with 20 Str and 16 Con. Meh.

I next considered allowing two attacks, which would also mean dealing bonus damage twice. This made the werewolf a tiny bit nastier than the ranger, so I think if Killer Instinct loses the damage bonus we'll be OK. Those changes together give our 18 Str/16 Con guy above 12.65 dpr, which seems fine. Whew!

New Dpr math
A revised werewolf can stand in melee and spam Rake for two times 1[N] + Str + Con/Dex.At 6th level with 18 Str & 16 Con, the werewolf gets +10 to hit (+3 level, +4 Str, +2 for the power, +1 KI) and hits for 1d8+7 (+4 Str, +3 Con) per attack.

Against a typical monster of level 6 with AC 20, the revised werewolf hits for 2*.55*(4.5+7) = 12.65 hp/round.

truth/humor
Ed_Warlord, on what it takes to make a thread work: I think for it to be really constructive, everyone would have to be honest with each other, and with themselves.

 

iserith: The game doesn't profess to be "just like our world." What it is just like is the world of Dungeons & Dragons. Any semblance to reality is purely coincidental.

 

Areleth: How does this help the problems we have with Fighters? Do you think that every time I thought I was playing D&D what I was actually doing was slamming my head in a car door and that if you just explain how to play without doing that then I'll finally enjoy the game?

 

TD: That's why they put me on the front of every book. This is the dungeon, and I am the dragon. A word of warning though: I'm totally not a level appropriate encounter.

Should rake have a +2 to attack? twin strike is 1[w] while rake is 1[N] + str. Did you add the +2 and +str damage to supplement the werewolfs inability to use this ability with range?
Should rake have a +2 to attack? twin strike is 1[w] while rake is 1[N] + str. Did you add the +2 and +str damage to supplement the werewolfs inability to use this ability with range?

The +2 is basically a replacement for the proficiency bonus weapon users get. Otherwise accuracy would be pretty abysmal.

truth/humor
Ed_Warlord, on what it takes to make a thread work: I think for it to be really constructive, everyone would have to be honest with each other, and with themselves.

 

iserith: The game doesn't profess to be "just like our world." What it is just like is the world of Dungeons & Dragons. Any semblance to reality is purely coincidental.

 

Areleth: How does this help the problems we have with Fighters? Do you think that every time I thought I was playing D&D what I was actually doing was slamming my head in a car door and that if you just explain how to play without doing that then I'll finally enjoy the game?

 

TD: That's why they put me on the front of every book. This is the dungeon, and I am the dragon. A word of warning though: I'm totally not a level appropriate encounter.

The +2 is basically a replacement for the proficiency bonus weapon users get. Otherwise accuracy would be pretty abysmal.

Oh, if thats the case, maybe it should be +3? or would that be too much?
Oh, if thats the case, maybe it should be +3? or would that be too much?

Too much, I think. I threw another +1 to hit into the spreadsheet and the werewolf did slightly better than a TWF ranger with comparable ability scores at the level I looked at.

truth/humor
Ed_Warlord, on what it takes to make a thread work: I think for it to be really constructive, everyone would have to be honest with each other, and with themselves.

 

iserith: The game doesn't profess to be "just like our world." What it is just like is the world of Dungeons & Dragons. Any semblance to reality is purely coincidental.

 

Areleth: How does this help the problems we have with Fighters? Do you think that every time I thought I was playing D&D what I was actually doing was slamming my head in a car door and that if you just explain how to play without doing that then I'll finally enjoy the game?

 

TD: That's why they put me on the front of every book. This is the dungeon, and I am the dragon. A word of warning though: I'm totally not a level appropriate encounter.

Ok, but how does the advancement compensate for the added damage rolls that enhanced weapons would do? I would presume the attack bonus is to compensate for the attack from magic weapons.
Ok, but how does the advancement compensate for the added damage rolls that enhanced weapons would do? I would presume the attack bonus is to compensate for the attack from magic weapons.

Very good question, and the answer is that I'm not sure. Right now I'm focused on heroic tier, so weapons/implements only go up to +2, maybe +3 with a lucky haul. Comparing the latest version of Rake to Twin Strike, it seemed like Rake needed to be toned down a bit, even without the +2 weapon. But I should do some more comparisons and see if this guy needs that little bit more to stay competitive with encounters and dailies.

I was thinking that some of the extra damage at paragon could come from feats to enhance natural attacks in a bunch of ways. After all, most characters are able to get weapon feats (Hammer Rhythm, Scimitar Dance, etc.) or damage-type feats (Wintertouched/Lasting Frost, Psychic Lock, etc.). So I'm planning some feats to increase the damage die and/or add properties (brutal, high crit, maybe more). For epic I might throw in some mystical stuff like bonus elemental damage... we'll see!

truth/humor
Ed_Warlord, on what it takes to make a thread work: I think for it to be really constructive, everyone would have to be honest with each other, and with themselves.

 

iserith: The game doesn't profess to be "just like our world." What it is just like is the world of Dungeons & Dragons. Any semblance to reality is purely coincidental.

 

Areleth: How does this help the problems we have with Fighters? Do you think that every time I thought I was playing D&D what I was actually doing was slamming my head in a car door and that if you just explain how to play without doing that then I'll finally enjoy the game?

 

TD: That's why they put me on the front of every book. This is the dungeon, and I am the dragon. A word of warning though: I'm totally not a level appropriate encounter.

...Comparing the latest version of Rake to Twin Strike, it seemed like Rake needed to be toned down a bit...

Have you put into your comparisons that rake can only be used with melee while twin strike can be used with both range and melee?
OK, I've looked this over again and I think at least half of it isn't working. Frankly, the new PH2 classes seem a lot more distinctive and interesting than mine. That means I need to think harder!

Any thoughts on changing the bonus damage mechanic? It seems functional, but does it adequately convey the werewolf feel?

I think the Swift Hunter needs a better build feature. I'm thinking a shift of Wis mod squares as a minor action. That will convey the idea of pursuing an enemy. I'm considering combining the Lunging Bite at-will with Drag Down. The shift will go away and the trip effect will be conditional. Perhaps the trip effect will occur on a natural 16+? That will make a healthy percent of attacks have a neat effect.

I'm also thinking Savage Predator will automatically have Rake, while Swift Hunter will automatically have Lunging Bite. Then there will be a choice of a second at-will. This will ensure that each build has a solid attack that fits its strengths.

truth/humor
Ed_Warlord, on what it takes to make a thread work: I think for it to be really constructive, everyone would have to be honest with each other, and with themselves.

 

iserith: The game doesn't profess to be "just like our world." What it is just like is the world of Dungeons & Dragons. Any semblance to reality is purely coincidental.

 

Areleth: How does this help the problems we have with Fighters? Do you think that every time I thought I was playing D&D what I was actually doing was slamming my head in a car door and that if you just explain how to play without doing that then I'll finally enjoy the game?

 

TD: That's why they put me on the front of every book. This is the dungeon, and I am the dragon. A word of warning though: I'm totally not a level appropriate encounter.

OK, I've looked this over again and I think at least half of it isn't working. Frankly, the new PH2 classes seem a lot more distinctive and interesting than mine. That means I need to think harder!

Any thoughts on changing the bonus damage mechanic? It seems functional, but does it adequately convey the werewolf feel?

I think the Swift Hunter needs a better build feature. I'm thinking a shift of Wis mod squares as a minor action. That will convey the idea of pursuing an enemy. I'm considering combining the Lunging Bite at-will with Drag Down. The shift will go away and the trip effect will be conditional. Perhaps the trip effect will occur on a natural 16+? That will make a healthy percent of attacks have a neat effect.

I'm also thinking Savage Predator will automatically have Rake, while Swift Hunter will automatically have Lunging Bite. Then there will be a choice of a second at-will. This will ensure that each build has a solid attack that fits its strengths.

First of all, good job on all of this so far. The mechanics seem really solid.

There are a few things, as you've discussed so far.

Now, these are all in my opinion, of course, so if you disagree, that's totally cool. These are the concerns I would have as a DM, however.

Savage Howl. I like Howl of Pain. Good for flavor, solid ability, not too much, not too little. Howl of Fury seems like a little much, however. I understand that each class has to be different, but the wizard is a controller and he can't immobilize that many people at once straight from level one. Especially as an encounter power. Granted, they get Sleep as a daily, but that's another can of worms. It seems to be similar to Turn Undead, except that it works on everybody. What I would do is make it a (maybe?) single-target attack that slows/immobilizes the opponent.

About Tooth and Nail, I would just let both of them sit pretty at 1d8 damage.

For the bonus damage mechanic... I am still wondering about that. The Sorcerer preview has shown us that an extra ability score bonus to damage is pretty potent, at least in the way that it uses it.

What I would consider doing is having Tooth and Nail start at 1d8 in Heroic, and bump to 1d10 in Paragon, and 1d12 in Epic, then have Killer Instinct add to damage as well. I am WAY too tired to work out the math, even the basics of it in my head, but something tells me that it might work out, it might not. I dunno. This, however, effectively puts them at wielding Waraxes in epic tier. Not a bad thing, but compare that to a ranger dual-wielding them since day one, well... Its not that impressive. So perhaps some extra damage is still needed.

Feats to consider could be some that allow them to treat their natural weapons as high crit.

For the two forms, I would definitely not go with shift wisdom modifier as a minor action for Swift Hunter. I understand that its the "Swift Hunter," but shifting is a huge tactical advantage. Rogue's Tumble is shift 1/2 speed as a move action, but its an encounter power. I do like the granting of Lunging Bite to the Swift Hunter and Rake to the Savage Predator.

For Swift Hunter I would say

"While you are in Swift Hunter form, you gain a +2 bonus to your speed. At 11th level, this bonus increases to +3. At 21st, this bonus increases to +4. Additionally, once per round you may add your dexterity modifier to any damage roll made with a Werewolf power."

For Savage Predator, I would go with...

"While you are in Savage Predator form, you gain a +2 bonus to damage rolls. This bonus increases to +3 at 11th level, and to +4 at 21st level. Once per encounter, you may reduce the damage dealt to you by an attack by an amount equal to your Savage Predator bonus to damage plus your constitution modifier. Additionally, when wearing light or no armor, you may substitute your Constitution score for your dexterity or intelligence score when calculating your Armor Class."

That's all I've got at the moment.

And if I come back later today saying "WTF WAS I THINKING!?" don't say I didn't warn you.

I'm way too tired for this right now. :D

Edit: On a random, nigh-unrelated note, I was thinking about doing something like this for Vampire before they came out with the Dhampyr article.
For Swift Hunter I would say

"While you are in Swift Hunter form, you gain a +2 bonus to your speed. At 11th level, this bonus increases to +3. At 21st, this bonus increases to +4. Additionally, once per round you may add your dexterity modifier to any damage roll made with a Werewolf power."

IMO this idea seems a bit over powered. Though swift hunter is suppose to be very fast, i think a +2 at 1st level is too much. You might be better going with a +1, increase to +2 at 11th level and at 21st +3 (or maybe +4 since its epic tier)
IMO this idea seems a bit over powered. Though swift hunter is suppose to be very fast, i think a +2 at 1st level is too much. You might be better going with a +1, increase to +2 at 11th level and at 21st +3 (or maybe +4 since its epic tier)

I could easily see that working, too.

Like I said... I was tired. +2 does seem a little fast.
Awesome feedback, guys! I'm still doing some rethinking, but I do have one other goal: I want to avoid anything that amounts to a "ranger in wolf's clothing."

A question about the movement boost: is it much of a tactical advantage past the first few rounds? Unless you have amazing hit and run tactics, you've already closed with the enemy. I'm not sure how often a high movement will help out a melee fighter. That might make it a little underpowered.

The Savage Predator is going to have a worse AC, Reflex, and initiative, but more hit points, resistance, and an at-will that hits twice. This will probably do the bullet-sponge slasher werewolf trope pretty well. The Swift Hunter needs something. A free shift does seem OP when you look at stuff like Tumble or the AD rogue benefit, so maybe I will just leave that as part of some powers. Still, I feel like this build is way less sexy without some kind of unique gimmick. Hmm.

truth/humor
Ed_Warlord, on what it takes to make a thread work: I think for it to be really constructive, everyone would have to be honest with each other, and with themselves.

 

iserith: The game doesn't profess to be "just like our world." What it is just like is the world of Dungeons & Dragons. Any semblance to reality is purely coincidental.

 

Areleth: How does this help the problems we have with Fighters? Do you think that every time I thought I was playing D&D what I was actually doing was slamming my head in a car door and that if you just explain how to play without doing that then I'll finally enjoy the game?

 

TD: That's why they put me on the front of every book. This is the dungeon, and I am the dragon. A word of warning though: I'm totally not a level appropriate encounter.

In response to damage scaling, a feat or a built in feature for natural weaponry of this nature isn't out of the question. If this hasn't been addressed already, sorry.

If you intend to have a natural weapon be the primary choice for the character through 30, then do something like

Level ---Bonus
1-5 -- +1
6-10 -- +2
11-15 -- +3
16-20 -- +4
21-25 -- +5
26-30 -- +6

To compensate for the fact that you don't enchant them normally, give them a higher crit number, d10 d12? per plus to represent the savage nature of scoring a solid hit and to offset the lack of regular enchantments, and just in those level ranges give them that +bonus to attack and damage and they scale with magical weapons.
OK, I changed a few things.

Howl of Fury is now burst 2 instead of 5 (5!?!? What was I thinking? lol). I'd also like to point out that it's just Str vs Will, with only the Killer Instinct bonus to attack. It won't hit a lot, and it takes the same slot as a heal + bonus. Lunging Bite is now Str+2 vs Reflex and knocks prone on a roll of 17+. Since there is still a built-in shift, that covers mobility concerns. I'm not going to mess with the class features for SH just yet, since his signature move is now a bit better.

Shedeo brings up some good thoughts about SP's resistance. Right now the AC bonus is only 1/2 Con, and resistance is Wis mod +4/8 at Paragon/Epic. This is likely to mean 2 or 3 damage off of each attack, with that jumping to 6 or 7 then 10 or 11. Assuming a 16 in Dex/Con for each build, the SP is down 2 points of AC at level 1. Assuming a 24 Dex/Con at level 28 w/out Demigod or similar, the SP is down 4 points of AC. Hmm, but he can always get heavy armor. Kind of a dumb feature then =/

According to a nice ENworld thread, attacks scale pretty consistently at ~level+4 vs. AC. That means it would be dumb to not get heavy armor. SP needs +Con to AC instead of 1/2 Con. Resistance might be too good of a class feature.

In response to damage scaling, a feat or a built in feature for natural weaponry of this nature isn't out of the question. If this hasn't been addressed already, sorry.

If you intend to have a natural weapon be the primary choice for the character through 30, then do something like

Level ---Bonus
1-5 -- +1
6-10 -- +2
11-15 -- +3
16-20 -- +4
21-25 -- +5
26-30 -- +6

To compensate for the fact that you don't enchant them normally, give them a higher crit number, d10 d12? per plus to represent the savage nature of scoring a solid hit and to offset the lack of regular enchantments, and just in those level ranges give them that +bonus to attack and damage and they scale with magical weapons.

Good point about crits! Bonus dice can really stack up at high levels, so the default should be a little better. Maybe I will also do some special crit feats like the ones rogues and rangers can get.

There isn't a class feature to scale up regular damage, but there is bonus damage on every single attack equal to the secondary ability score mod. That should actually scale better than magic weapons, though not by much. Thanks!

Edit: Added crit bonus damage to go along with hit bonus. Also, SP resistance got nerfed a lot.

truth/humor
Ed_Warlord, on what it takes to make a thread work: I think for it to be really constructive, everyone would have to be honest with each other, and with themselves.

 

iserith: The game doesn't profess to be "just like our world." What it is just like is the world of Dungeons & Dragons. Any semblance to reality is purely coincidental.

 

Areleth: How does this help the problems we have with Fighters? Do you think that every time I thought I was playing D&D what I was actually doing was slamming my head in a car door and that if you just explain how to play without doing that then I'll finally enjoy the game?

 

TD: That's why they put me on the front of every book. This is the dungeon, and I am the dragon. A word of warning though: I'm totally not a level appropriate encounter.

Throat Rip Werewolf Attack 1
Mercy is for the weak.
_______________________
Encounter * Primal, Feral Form
Standard Action Melee touch
Target: One creature.
Attack: Strength+2 vs. AC
_______________________
Hit: 2[N] + Strength modifier damage.
Swift Hunter: This power is a minor action.
Special: If your target is prone or bloodied, this power scores a critical hit on a roll of 18 - 20.

First, great work so far
Second For the throat rip encounter power, should swift hunter really have it as a minor action? It is an encounter power that is 2[N] after all. Maybe they could crit slightly easier or add their dex mod to damage? (on top of the swift hunters class feature dex mod bonus to damage.)
First, great work so far
Second For the throat rip encounter power, should swift hunter really have it as a minor action? It is an encounter power that is 2[N] after all. Maybe they could crit slightly easier or add their dex mod to damage? (on top of the swift hunters class feature dex mod bonus to damage.)

Thanks! I'm still debating the minor action too. There are ranger and rogue minor action powers, but they tend not to hit so hard. Maybe 1[N] is more in line with that. One of my thoughts is that SH won't be using Rake to get 2 attacks all the time, so he needs a little more offense elsewhere. But perhaps this overcompensates.

truth/humor
Ed_Warlord, on what it takes to make a thread work: I think for it to be really constructive, everyone would have to be honest with each other, and with themselves.

 

iserith: The game doesn't profess to be "just like our world." What it is just like is the world of Dungeons & Dragons. Any semblance to reality is purely coincidental.

 

Areleth: How does this help the problems we have with Fighters? Do you think that every time I thought I was playing D&D what I was actually doing was slamming my head in a car door and that if you just explain how to play without doing that then I'll finally enjoy the game?

 

TD: That's why they put me on the front of every book. This is the dungeon, and I am the dragon. A word of warning though: I'm totally not a level appropriate encounter.

Thanks! I'm still debating the minor action too. There are ranger and rogue minor action powers, but they tend not to hit so hard. Maybe 1[N] is more in line with that. One of my thoughts is that SH won't be using Rake to get 2 attacks all the time, so he needs a little more offense elsewhere. But perhaps this overcompensates.

Well what you could do is make lunging bite SH only, like rake is SP only. Such as:

Lunging Bite Werewolf Attack 1

Your speed surprises your foe as you drag him to the ground with your powerful jaws.
_______________________
At-Will * Primal, Feral Form
Standard Action Melee
touch
Requirement: You must be in swift hunter form
Target: One creature
Attack: Strength+2 vs. Reflex.
_______________________
Hit: 1[N] + Strength modifier damage. On a natural roll of 17-20, the target is knocked prone.
Special: Shift 2 squares before attacking.

Another thing i thought you could have is instead of shift 2 is:
"Special: You can shift up to 2 squares (minimum 1) before attacking."

This changes very little but it allows you to "lunge" one square when you either cant "lunge" 2 squares or tactically "lunging" 2 would be bad for you.
Good call. It's SH only now. I'm leaving out the minimum shift of one just because it's a lot of text for a small gain in flavor. By default, a power that allows you to move, shift, push, pull, or slide doesn't force you to use the maximum distance.

truth/humor
Ed_Warlord, on what it takes to make a thread work: I think for it to be really constructive, everyone would have to be honest with each other, and with themselves.

 

iserith: The game doesn't profess to be "just like our world." What it is just like is the world of Dungeons & Dragons. Any semblance to reality is purely coincidental.

 

Areleth: How does this help the problems we have with Fighters? Do you think that every time I thought I was playing D&D what I was actually doing was slamming my head in a car door and that if you just explain how to play without doing that then I'll finally enjoy the game?

 

TD: That's why they put me on the front of every book. This is the dungeon, and I am the dragon. A word of warning though: I'm totally not a level appropriate encounter.

Latch On Werewolf Attack 1
You bite the enemy and don't let go.
_______________________
At-Will * Primal, Feral Form
Standard Action Melee touch
Target: One creature.
Attack: Strength+2 vs. Fortitude.
_______________________
Hit: 1[N] + Strength modifier damage and the target is grabbed by you. You may sustain this power until the target breaks free from your grab.
Sustain Standard: 2[N] + Strength modifier damage.
Special: This power counts as a melee basic attack.

Just wondering about this one, why is the sustain damage twice as strong as the original hit damage? From what i see its damage that requires no roll to hit.

Edit: Sorry if my critiquing one thing at a time is annoying.
Just wondering about this one, why is the sustain damage twice as strong as the original hit damage? From what i see its damage that requires no roll to hit.

Edit: Sorry if my critiquing one thing at a time is annoying.

Not annoying at all- any feedback is helpful

Maybe it is too powerful. Auto-hitting is pretty darn good, even though it relies on the opponent not breaking free of the grab with a move action (two chances per turn if he wants to). An automatic hit does make this better than a lot of encounter powers though, even if it is easy to escape. 1[N] it is. Also, I added that you can't make other attacks while you have the target grabbed, since it seems impossible to bite someone else while you are crushing someone in your jaws.

truth/humor
Ed_Warlord, on what it takes to make a thread work: I think for it to be really constructive, everyone would have to be honest with each other, and with themselves.

 

iserith: The game doesn't profess to be "just like our world." What it is just like is the world of Dungeons & Dragons. Any semblance to reality is purely coincidental.

 

Areleth: How does this help the problems we have with Fighters? Do you think that every time I thought I was playing D&D what I was actually doing was slamming my head in a car door and that if you just explain how to play without doing that then I'll finally enjoy the game?

 

TD: That's why they put me on the front of every book. This is the dungeon, and I am the dragon. A word of warning though: I'm totally not a level appropriate encounter.

Heres a possible heroic tier feat:

Howl of Fear
Prerequisite: Werewolf, (maybe a stat requirement too)
Benefit: You gain the Savage Howl: Howl of Fear encounter power.

Savage Howl: Howl of Fear Werewolf Feature
Your howl sends the enemy scattering.
Encounter * Primal, Feral Form, Fear
Minor Action Close burst 2 (or maybe burst 3 or at most burst 4)
Target: Each enemy in burst
Attack: Strength vs. Will
Hit: You push the target squares equal to 1 (maybe 2?) + 1/2 your wisdom modifier
Cool feat idea- thanks again. It's in there now with the rest. Powers up to level 5 are done and a few minor changes have been made here and there.

truth/humor
Ed_Warlord, on what it takes to make a thread work: I think for it to be really constructive, everyone would have to be honest with each other, and with themselves.

 

iserith: The game doesn't profess to be "just like our world." What it is just like is the world of Dungeons & Dragons. Any semblance to reality is purely coincidental.

 

Areleth: How does this help the problems we have with Fighters? Do you think that every time I thought I was playing D&D what I was actually doing was slamming my head in a car door and that if you just explain how to play without doing that then I'll finally enjoy the game?

 

TD: That's why they put me on the front of every book. This is the dungeon, and I am the dragon. A word of warning though: I'm totally not a level appropriate encounter.

Another possible feat you could have (tier unknown), you gain use the savage howl class feature an additional time per encounter. though with the limitation you cant use the same one twice.

Maybe you could use it one extra in paragon, then again in epic (feat for each bonus). that would total a 3 times per encounter at 21st+

Edit: from a quick read all the new powers look good, keep up the great work
This class looks really good, solid and complete right now, and not to mention an awesome concept. i don't have anything constructive to say right now, but i'll think of something later.
To help further differentiate Swift Hunter and Savage Predator perhaps have some of the powers incorporate bonuses depending on different forms. With Swift Hunter you may want a mechanic somewhere that scales damage to movement to give a feel of the harrier-style of combat (for example gain bonus damage for each square moved towards target before attacking) while Savage Predator works more... traditionally?

Idea for multiclass feats:
Blood of the Swift
Prerequisites: Wis 13
Benefit: Once per encounter you gain a +1 bonus to speed while charging and will knock down your opponent on an attack roll of 17-20.

Blood of the Savage
Prerequisites: Wis 13
Benefit: Once per encounter you gain a +2 feat bonus to Strength and may use the Rake power until the end of your next turn. --> Technically requires free hands or they'll just benefit from +2 Str for a turn?
This class looks really good, solid and complete right now, and not to mention an awesome concept. i don't have anything constructive to say right now, but i'll think of something later.

Encouragement is constructive! It makes me want to crank out a few more levels of powers. Thanks

To help further differentiate Swift Hunter and Savage Predator perhaps have some of the powers incorporate bonuses depending on different forms. With Swift Hunter you may want a mechanic somewhere that scales damage to movement to give a feel of the harrier-style of combat (for example gain bonus damage for each square moved towards target before attacking) while Savage Predator works more... traditionally?

This is an interesting idea. Perhaps I could incorporate something that creates incentives. For example, the SH damage bonus could be contingent on moving, while the SP damage bonus could be contingent on... something I haven't thought of yet. Maybe it will be something like attacking the enemy that last damaged you. If I had these conditions, perhaps I should add a little to the damage. Or maybe not. Anyway, thank you so much.

Idea for multiclass feats:
Blood of the Swift
Prerequisites: Wis 13
Benefit: Once per encounter you gain a +1 bonus to speed while charging and will knock down your opponent on an attack roll of 17-20.

Blood of the Savage
Prerequisites: Wis 13
Benefit: Once per encounter you gain a +2 feat bonus to Strength and may use the Rake power until the end of your next turn. --> Technically requires free hands or they'll just benefit from +2 Str for a turn?

Nice names- these are cool. I'm a little uncertain of how MCing will work in the big picture, since you can't use much of anything without being able to transform. However, these could be the intro feats for a special line of MC powers along the lines of the Spellplague or Dhampyr stuff. I'll probably tweak your ideas, but the names are perfect and the concept is great too.

truth/humor
Ed_Warlord, on what it takes to make a thread work: I think for it to be really constructive, everyone would have to be honest with each other, and with themselves.

 

iserith: The game doesn't profess to be "just like our world." What it is just like is the world of Dungeons & Dragons. Any semblance to reality is purely coincidental.

 

Areleth: How does this help the problems we have with Fighters? Do you think that every time I thought I was playing D&D what I was actually doing was slamming my head in a car door and that if you just explain how to play without doing that then I'll finally enjoy the game?

 

TD: That's why they put me on the front of every book. This is the dungeon, and I am the dragon. A word of warning though: I'm totally not a level appropriate encounter.

OK, heroic tier is finished (for now) and I've made a number of tweaks, especially to the way natural attacks work. There is now a proficiency bonus instead of a bonus built in to the powers. There is also a new feat that lets you trade a +1 extra proficiency bonus for a smaller damage die. Not sure yet about how that balances- I figure I'll put stuff down first and do the math later (or let other people tell me when I've done something horrible).

Thanks again for all the feedback so far. Working this out on the forums has really helped a lot.

truth/humor
Ed_Warlord, on what it takes to make a thread work: I think for it to be really constructive, everyone would have to be honest with each other, and with themselves.

 

iserith: The game doesn't profess to be "just like our world." What it is just like is the world of Dungeons & Dragons. Any semblance to reality is purely coincidental.

 

Areleth: How does this help the problems we have with Fighters? Do you think that every time I thought I was playing D&D what I was actually doing was slamming my head in a car door and that if you just explain how to play without doing that then I'll finally enjoy the game?

 

TD: That's why they put me on the front of every book. This is the dungeon, and I am the dragon. A word of warning though: I'm totally not a level appropriate encounter.

The wording of the Feral Agility feat makes it seem like by taking the feat your damage is always one die size lower and prof 1 higher (until retraining of course). Was this your intent? or were you going for the ability to choose between the two types of damage and prof? (like the power attack feat.)
The wording of the Feral Agility feat makes it seem like by taking the feat your damage is always one die size lower and prof 1 higher (until retraining of course). Was this your intent? or were you going for the ability to choose between the two types of damage and prof? (like the power attack feat.)

It's meant to be always-on. If you can pick and choose, I think it would be too much of a no-brainer feat.

truth/humor
Ed_Warlord, on what it takes to make a thread work: I think for it to be really constructive, everyone would have to be honest with each other, and with themselves.

 

iserith: The game doesn't profess to be "just like our world." What it is just like is the world of Dungeons & Dragons. Any semblance to reality is purely coincidental.

 

Areleth: How does this help the problems we have with Fighters? Do you think that every time I thought I was playing D&D what I was actually doing was slamming my head in a car door and that if you just explain how to play without doing that then I'll finally enjoy the game?

 

TD: That's why they put me on the front of every book. This is the dungeon, and I am the dragon. A word of warning though: I'm totally not a level appropriate encounter.

The Feral Leap utility seems similar to the rouges Great Leap except that the rouges Great Leap is at-will while Feral Leap is encounter. Feral Leap could easily be at-will, unless you made it encounter for a reason.
Feral Leap also grants OA immunity, so it's a little better than Great Leap at times. Also, I'm not sure if I picture the werewolf getting aerial like some of the more acrobatic rogues do. I get your point about balancing things though, which is why it is better in one respect if you have the SH bonus. For SP it isn't a tremendous utility.

truth/humor
Ed_Warlord, on what it takes to make a thread work: I think for it to be really constructive, everyone would have to be honest with each other, and with themselves.

 

iserith: The game doesn't profess to be "just like our world." What it is just like is the world of Dungeons & Dragons. Any semblance to reality is purely coincidental.

 

Areleth: How does this help the problems we have with Fighters? Do you think that every time I thought I was playing D&D what I was actually doing was slamming my head in a car door and that if you just explain how to play without doing that then I'll finally enjoy the game?

 

TD: That's why they put me on the front of every book. This is the dungeon, and I am the dragon. A word of warning though: I'm totally not a level appropriate encounter.

I see what your getting at, also awesome pic for the class
I see you have even started paragon paths, nice! I cant wait until this is finished so i play as a werewolf :D
OK, I figure I'll work out path features here and then go back and edit them into the earlier post. For tonight I'm only doing features; fluff and powers will follow. Any comments on balance/relative desirability of each path are much appreciated.

[smallcaps]Feral Berzerker[/smallcaps]
path details
"Pain makes me stronger."
Prerequisites: Werewolf class
Some werewolves devote themselves to controlling their violent instincts and conquering the monster within. As a Feral Berzerker, you do just the opposite. When rage takes over and you embrace your savage urges, you become unstoppable. The closer you come to death, the more fiercely you fight and the more foes you take with you to the grave.
Feral Berzerker Path Features
Abiding Foe (11th Level): Your maximum hit point total increases by 10. You die after 4 failed death saving throws rather than 3. Your healing surge value increases by an amount equal to your Wisdom modifier.
Berzerker's Action (11th Level): When you are bloodied and spend an action point to take an extra action, you can also make a melee basic attack as a free action.
Berzerk Vigor (16th Level): When you reduce a non-minion enemy to 0 hit points, you may spend a healing surge as a free action.

Returned Agony Feral Berzerker Attack 11
Unwittingly, your foes seal their own doom.
_______________________
Encounter * Primal, Feral Form
Standard Action Close burst 1
Target: Each enemy in burst
Special: When you use this power, each adjacent enemy can make an opportunity attack against you.
Attack: Strength +1 per adjacent enemy vs. AC
_______________________
Hit: 2[N] + Strength modifier damage. If you were hit by any opportunity attacks provoked by this power, you can add your Constitution modifier to the damage.


Not Dead Yet Feral Berzerker Utility 12
You pick yourself up and return to the fray.
_______________________
Daily * Primal, Feral Form, Healing
Free Action Personal
Trigger: You roll a death saving throw.
_______________________
Effect: You can spend a healing surge to regain hit points equal to your bloodied value. For the rest of the encounter, you gain a +5 bonus to damage, but you grant combat advantage to all enemies.


Feral Spirit Unleashed Feral Berzerker Attack 20
Rage overcomes your mind as you launch yourself at the enemy.
_______________________
Daily * Primal, Fear, Feral Form
Action Melee touch
Target: One creature
Attack: Strength vs. AC
_______________________
Hit: 5[N] + Strength modifier damage.
Miss: Half damage.
Effect: Make a secondary attack.
[INDENT]Secondary Target: Each enemy within 2 squares.
Secondary Attack: Strength vs. Will
Hit: The target is dazed until the end of your next turn.
[/INDENT]


[smallcaps]New Moon Stalker[/smallcaps]
path details
It's dangerous to be out here at night. Especially for you.
Prerequisites: Werewolf class
Unlike many werewolves, you never announce your presence with bloodthirsty battle cries or gratuitous howling at the moon. The darkness of the woods is a powerful weapon, and you embrace this weapon at every opportunity. Shrouded by shadows, you are the embodiment of the silent, deadly hunter.

New Moon Stalker Path Features
Eyes of the New Moon (11th Level): You gain low-light vision. If you already have low-light vision, you gain darkvision instead.
Stalker's Advantage (11th Level): When you are invisible, have any kind of cover or concealment, or are in a square that is not brightly lit, you gain a +1 bonus to attack rolls.
New Moon Action (11th Level): When you spend an action point to take an extra action, you become invisible until the end of your next turn.
Stalker's Strike (16th Level): When you are invisible, have any kind of cover or concealment, or are in a square that is not brightly lit, your natural attacks can score critical hits on a roll of 18-20.

Hunter's Dance New Moon Stalker Attack 11
There is an elegance to the way you weave among your foes and tear at their flanks.
_______________________
Encounter * Primal, Feral Form
Standard Action Melee touch
Target: One creature
Attack: Strength vs. AC
_______________________
Hit: 1[N] + Strength modifier damage and you are invisible to the target until the end of your next turn.
Effect: You may shift 2 and repeat this attack against a second target.


New Moon Stride New Moon Stalker Utility 12
You circle your adversaries, looking for an opening.
_______________________
Encounter * Primal, Feral Form
Minor Action Personal
_______________________
Effect: You are invisible until you attack or until the end of your next turn, whichever comes first.

Shadow of the Night New Moon Stalker Attack 20
Darkness solidifies around you, confounding your foes and transforming you into the perfect hunter.
_______________________
Daily * Primal, Feral Form
Minor Action Personal
_______________________
Effect: You assume a shadowy form until the end of the encounter. In this form, you have concealment, and enemies 3 or more squares away cannot see you. As a free action, you can change the damage type of natural attacks you make while in this form to necrotic. Once during this encounter, you can make the following attack while you are in this form.
[INDENT]
Standard Action
Melee touch
Target: One creature
Attack: Strength vs. Reflex
Hit: 4[N] + Strength modifier damage and 10 ongoing damage (save ends).
Miss: Half damage and 5 ongoing damage (save ends).[/INDENT]



[smallcaps]Silverblood Avenger[/smallcaps]
path details

Sacrifice has made me stronger than you.
Prerequisites: Werewolf class
Legends of werewolves slain by silver weapons are common. Not so common are the tales of those werewolves who have embraced their weakness and made a sort of peace with the enemy. Through prayer, ritual, or communion with powerful spirits, some lycanthropes have found a way to channel the very force that threatens them the most. Armed with this new power, they seek to punish evil at any cost.
Silverblood Avenger Path Features
Silverblood Vengeance (11th Level): Your natural attacks are considered silvered weapons. When you hit an evil creature with a natural attack, you can mark the creature until the end of your next turn. A creature marked in this way takes a -1 penalty to all defenses.
Avenging Action (11th Level): When you spend an action point to take an extra action, you also gain a +4 bonus to attack rolls until the start of your next turn.
Silverskin (16th Level): When an evil creature hits you with an attack, it takes radiant damage equal to your Wisdom modifier.

Argent Interception Silverblood Avenger Attack 11
In a shining blur, you lunge at the enemy and disrupt its attack.
_______________________
Encounter * Primal, Feral Form
Immediate Interrupt Melee touch
Trigger: An enemy within 2 squares makes a melee attack against one of your allies.
Target: The triggering enemy
Effect: You can shift 2 squares before making this attack. You must end this move adjacent to the triggering enemy.
Attack: Strength vs. AC
_______________________
Hit: 1[N] + Strength modifier damage and you push the target one square. If the target can no longer reach your ally, it can attack you instead.


Silverblood's Sacrifice Silverblood Avenger Utility 12
Liquid torment flows through you, empowering your attacks with luminous power.
_______________________
At-Will * Primal, Feral Form
Free Action Personal
_______________________
Effect: You take damage up to half your level. This damage cannot be reduced by any means. Your next hit with a natural attack before the start of your next turn gains a power bonus to damage equal to the damage you take from this power.

Argent Anathema Silverblood Avenger Attack 20
Words of ancient power flow out of you, slowly transforming your foe into a silvery statue.
_______________________
Daily * Primal, Feral Form
Standard Action Close burst 5
Target: One creature
Attack: Strength+2 vs. Will
_______________________
Hit: 3d8 + Strength radiant damage. The target is slowed (save ends).
[indent]First failed save: The target is also stunned.
Aftereffect: The target is slowed until the end of the encounter.[/indent]
Miss: Half damage and the target is slowed (save ends).



[smallcaps]Wild Hunt Packmaster[/smallcaps]
path details
The wolves of this world and the next will hunt you down.

Prerequisites: Werewolf class
You have learned to call upon the feral spirits that inhabit the Feywild. The timeless power of the wild hunt hounds your foes relentlessly, helping you and your allies to bring swift destruction. Shadowy canine forms flicker around you in combat, distracting your enemies and giving you a sure advantage.
Wild Hunt Packmaster Path Features
Packmaster's Edge (11th Level): When you and two or more allies are adjacent to an enemy, you and all your allies gain a +1 bonus to attack rolls against that enemy.
Wild Hunt Action (11th Level): When you spend an action point to take an extra action, you can also teleport 5 squares.
Relentless Hunt (16th Level): An enemy that is flanked by you or your allies provokes opportunity attacks when it shifts.


Bloody the Prey Wild Hunt Packmaster Attack 11
Leaping ahead of your allies, you sink your teeth into a foe.
_______________________
Encounter * Primal, Feral Form
Standard Action Melee
Target: One creature
Attack: Strength vs. Fortitude
_______________________
Hit: 3[N] + Strength modifier damage. Your allies gain a bonus to damage against this target equal to 3 + your Wisdom modifier until the end of your next turn.
Special: You may use this power in place of a melee basic attack when you charge.


Wild Hunt Frenzy Wild Hunt Packmaster Utility 12
Your baying brings out the beast in everyone.
_______________________
Daily * Primal, Feral Form
Minor Action Close burst 5
_______________________
Effect: Until the end of the encounter, you and your allies gain a +2 power bonus to speed. Any ally that hits with a melee or ranged attack from a non-stance daily power can make a melee or ranged basic attack against the same target as a free action.

Reflections of the Hunt Wild Hunt Packmaster Attack 20
Fey spirits surround your enemies and harry their every move.
_______________________
Daily * Primal, Conjuration, Feral Form
Standard Action Close burst 5
_______________________
Effect: Wolf-like spirits of the Feywild appear in 4 squares within range. You can move these spirits up to 5 squares on your turn as a move action, as long as they remain within 5 squares of you. The wolf spirits are considered allies for you and your allies. An enemy cannot end its turn in a square occupied by a wolf spirit, though an ally can. Moving through a square occupied by a wolf spirit takes 2 extra squares of movement for your enemies, though your allies can move through these squares unimpeded. Although they cannot make attacks, these wolf spirits can provide flanking for your allies. When an enemy leaves a square adjacent to a wolf spirit, you can make the following attack against that enemy.
[indent]Immediate Interrupt
Close burst 5
Target: The creature that provoked the attack
Attack: Strength + 2 vs. Will
Hit: 1d8 + Strength modifier psychic damage and the target is dazed.[/indent]

truth/humor
Ed_Warlord, on what it takes to make a thread work: I think for it to be really constructive, everyone would have to be honest with each other, and with themselves.

 

iserith: The game doesn't profess to be "just like our world." What it is just like is the world of Dungeons & Dragons. Any semblance to reality is purely coincidental.

 

Areleth: How does this help the problems we have with Fighters? Do you think that every time I thought I was playing D&D what I was actually doing was slamming my head in a car door and that if you just explain how to play without doing that then I'll finally enjoy the game?

 

TD: That's why they put me on the front of every book. This is the dungeon, and I am the dragon. A word of warning though: I'm totally not a level appropriate encounter.

Are you still working on this class emwasick?