Pathfinder in the Mists

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The Giamarga
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Re: Pathfinder in the Mists

Post by The Giamarga »

Ryan, do you have custom favored class bonuses for vistani or do they use the human bonuses? Can we see the vistani race stats?
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

For favoured class bonuses:

Mostly the same as humans. If you want to bring it into line with the other races that don't have the full list of classes, delete alchemist, cleric, gunslinger, inquisitor, and paladin.

Alchemist Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Barbarian Add a +1/2 bonus to trap sense or +1/3 to the bonus from the superstitious rage power.
Bard Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.
Cavalier Add +1 hit point to the cavalier’s mount. If the Vistana ever replaces his mount, the new mount gains these bonus hit points. These bonuses only apply to a single mount gained as part of the cavalier’s class.
Cleric Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.
Druid Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature's attitude.
Fighter Add +1 to the Fighter's CMD when resisting two combat maneuvers of the character's choice.
Gunslinger Add +1/4 point to the gunslinger's grit points.
Inquisitor Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.
Magus Add +1/4 point to the magus' arcane pool.
Monk Add +1/4 point to the monk's ki pool.
Oracle Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Paladin Add +1 to the paladin's energy resistance to one kind of energy (maximum +10).
Ranger Add a +1/2 bonus on wild empathy checks to influence animals and magical beasts
Rogue The rogue gains +1/6 of a new rogue talent.
Sorcerer Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Summoner Add +1 hit point or +1 skill rank to the summoner's eidolon.
Witch Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Wizard Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level the wizard can cast.

Vistani Characters
Vistani are defined by their class levels—they do not possess racial Hit Dice. A Vistana’s challenge rating is equal to their class level. All Vistani have the following racial traits.
+4 Wisdom, +2 Charisma: Vistani are insightful, proud, determined and manipulative.
Medium: Vistani are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Vistani have a base speed of 30 feet.
Cursemonger: Vistani gain the Voice of Wrath feat as a bonus feat at 1st level. Vistani can withdraw their curses at will, although they almost never do so.
Evil Eye: Vistani gain the following spell-like abilities: constant—detect magic; at will—spark (touch only), cause fear, ill omen, hold person; 1/day—burning gaze (nonlethal damage only), bestow curse, charm person, suggestion. The caster level for these effects is equal to the Vistana’s level. The DC for these spells is equal to 10 + the spell’s level + the Vistana’s Charisma modifier.
Mist Navigation: Vistani can navigate the Mists with 95% success. Most Vistani are unable to summon the Mists, but can control where they go should they find themselves in them.
Moon Madness: During the period of the full moon each month (3 days out of every 28 in the Core, although isolated domains may have more or less frequent full moons), the Vistana is shaken if indoors at night. The moon does not have to be visible for a Vistana to suffer from moon madness.
Survivor: Vistani gain a +2 racial bonus to Survival and Sense Motive checks.
Tasque Abilities: Each tasque of Vistani are particularly adept with some skill with which they typically make their living among the giorgio.
Canjar: +2 Spellcraft
Corvara: +2 Disable Device
Equar: +2 Handle Animal
Kamii: +2 Craft (any involving metalworking)
Naiat: +2 Perform (any)
Vatraska: +2 Heal and Craft (alchemy) rolls to create poisons and antitoxins.
Zarovan: +4 to Initiative checks.
The Sight: Female Vistani have the Sight, which increases their chance of a correct augury, allows those who are not Oracles to cast divination, and gives them access to the Seer domain.
Languages: Vistani begin play speaking Patterna and one other domain language. Vistani with high Intelligence can choose any language used in Ravenloft for their bonus languages.

Captains and Raunies
Each Vistani tribe is led by a raunie (seer) and a captain. The raunie is typically an 8th level cleric with the Seer domain (and often the Travel or Community domain), or a witch with the Portents patron. No one knows who or what patron supports these Vistani spellcasters; some say it is Madame Eva, the raunie of the sole caravan of the Zarovan tribe, while others say it is the Dark Powers or the Mists themselves (if there is a difference between the two).
To become raunie, the Vistana must be a female with the Sight, and must create a tarokka deck. There can only be one raunie per tribe, although she typically has an apprentice who takes over in the event of her death. A raunie’s caster level is doubled for determining the success of divination and augury. She can speak to the Vistani’s guardian birds, the vista-chiri, at will.
The captain of the tribe is some male relative of the raunie, typically a husband or son. They are usually 8th level rangers with a hunter’s bond to their tribe, although some have the Guide archetype. A Vistani captain cannot be fooled by pass without trace.


Of course, you can replace Moon Madness with whatever equivalent you want rather than getting back into that argument.
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

The Shield of Ezra (round 2):

(Su): At level 8, you can summon a magical shield to protect yourself. It can be used for a number of rounds equal to your level. The rounds don't have to be consecutive. The exact effects depend on your sect.

LN: DR 10/adamantine
LG: DR 15/bludgeoning
TN: SR 12 + cleric's level against effects that cause damage.
LE: Immune to mind affecting effects that are affected by SR (effectively, unbeatable SR to mind affecting effects).

Other sects may have other shields.


The design notes:

In the original, LN anchorites were immune to physical harm. This is similar to stoneskin, a level 4 spell available at level 7. This doesn't have the costly material component, but it has a shorter duration and is available at a higher level.
LG anchorites were immune to damage from one type of metal weapons. I struggled with this for a while, but most metal weapons are P or S, so this is my compromise. The DR value is higher because bludgeoning is easier to overcome than adamantine.
LE anchorites were immune to mind affecting spells. Rather than give a Will save bonus (as I did in the first round), I've just made them immune again, since any Will bonus to a Wisdom based class with fast Will progression will basically just make them immune anyway. The SR clause keeps it limited to spells and spell-like abilities, not supernatural effects.
TN anchorites were immune to damaging spells. Spell resistance is a level 5 spell available at level 9. This occurs one level earlier, but it only affects spells and spell like abilities that cause damage, not all-or-nothing effects like mind affecting spells.

Thoughts?
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Re: Pathfinder in the Mists

Post by Nemesio »

Ryan Naylor wrote:The Shield of Ezra (round 2):

(Su): At level 8, you can summon a magical shield to protect yourself. It can be used for a number of rounds equal to your level. The rounds don't have to be consecutive. The exact effects depend on your sect.

LN: DR 10/adamantine
LG: DR 15/bludgeoning
TN: SR 12 + cleric's level against effects that cause damage.
LE: Immune to mind affecting effects that are affected by SR (effectively, unbeatable SR to mind affecting effects).
Yah I get it. Seems perfectly balanced as an 8th-level ability to me. Balanced with the 4th-level spell stoneskin and the 5th-level spell spell resistance. Its effects have a far shorter durations than those spells, but that seems to be the norm with Domain abilities anyway.
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

The Order of the Raven (round 2)

In the ancient days of Barovia, the extinct god Andral was served by an order of knights dedicated to fighting the powers of evil and the supernatural. The order went into decline along with the church of Andral, and was almost extinct by the Terg invasion, long before Strahd’s evil soaked the land of Barovia. However, an alliance between the ghost of a long dead cavalier of the Raven and the Keepers of the Black Feather has kept the traditions of the order alive to induct the few cavaliers of this order.

Edicts: The cavalier must protect the lands of men from the predations of supernatural foes. He prefers death to surrender against such monstrosities and in combat can offer no quarter to those he is sworn to destroy.

Challenge: Whenever the cavalier issues a challenge, he receives a +1 dodge bonus to his AC against attacks made by the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: The cavalier adds Knowledge (arcana) and Knowledge (religion) to his list of class skills. In addition, the cavalier can add his Charisma modifier to saves against fear effects, including Fear and Horror checks.

Black Shield (Ex): At 2nd level, the cavalier gains Greater Iron Will as a bonus feat. He does not have to meet the prerequisites for this feat.

Raven’s Strike (Su): At 8th level, the cavalier can prevent his opponents from using their unnatural abilities. As a swift action following a successful attack roll the cavalier can disable the use of one supernatural or spell-like ability the creature possesses. The target of the strike gains a Will save (DC 10 + half cavalier’s level + cavalier’s Strength or Dexterity bonus, depending on which ability modified the strike’s attack roll). If the target passes its save, the cavalier can’t use this ability against the creature for 24 hours. If the cavalier knows of a specific special ability, he may designate that ability as the one disabled; otherwise, the GM determines randomly. The target may make another save each round to regain the use of the disabled ability, but suffers a morale penalty to the save equal to the cavalier’s Charisma bonus if threatened by the cavalier at the start of its turn. Creatures without supernatural or spell-like abilities are not affected by this ability. The cavalier can use the ability once a day plus one per 3 levels after 8th.

Dark Soul (Ex): At 15th level, the cavalier permanently gains the effects of death ward. The ward has a caster level equal to the cavalier’s level. If dispelled, the cavalier can restore the ward as a move equivalent action.
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

As promised, a rethink of the lycanthrope template and how lycanthropes function in Ravenloft.

Much of this material is inspired by the work of, or came from discussions with, Mangrum (the Kargatane expert on all things werebeasty). Full credit therefore goes to him for his role in this. If you go archive diving, you'll be able to find a lot of it.

The design notes:

The problem with the lycanthrope template as it stands is that it isn't actually much of a curse, and it should be. Even if you lose control of your character in beast form, you still get a lot of perks in human form. I've tried to rework the template to bring the curse aspects out more clearly.

I've also tried to incorporate established bits of Ravenloft lore, like bloodlust and chemical banes, which weren't part of the original template (while retaining an overall CR +1 balance).

The moonchild prestige class exists for those who want their curse and eat it to, for afflicted lycanthropes with all the benefits of the Pathfinder template.
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

Werebeasts

Lycanthropy—the Dread Disease—may be the most feared malady in the Land of the Mists. It unleashes those parts of us that we strive so persistently to suppress: the dark, the primitive, the feral, the enraged. Worst of all, its presence lies submerged, hidden so that no one would suspect the ferocity of the animal within. Even the lycanthrope himself might be ignorant of the beast he contains.

There are three main types of lycanthrope: natural (or true) lycanthropes, those afflicted due to infection with the disease, and maledictive lycanthropes, who fall victim to the beast due to curses. Only natural lycanthropes have control over their conditions; the others are cursed to transform when confronted with particular objects, emotions, conditions or even people—their triggers. They may change alignment when transformed, and may lose their memory of what transpired while the beast was in control (maledictive lycanthrope may lose control of themselves, but can usually remember what happened—such is their curse).The increased control that natural lycanthropes possess also extends to the forms they can assume. True lycanthropes can always assume animal and hybrid form; afflicted and maledictive lycanthropes may only be able to assume one. Afflicted lycanthropes of the same bloodline typically have the same trigger and type of alternate form. A lycanthrope always has the same appearance in its alternate forms.

The Dread Disease
Carriers: After being infected with lycanthropy, the unfortunate victim at first appears unchanged by their experiences. They gain none of the modifications of the lycanthrope template. The only indication of the struggle igniting within their soul may be persistent, recurring nightmares, although given the often traumatic circumstances of infection, such nightmares may be considered a normal reaction. However, lycanthropes of the same bloodline frequently all experience similar nightmares; these nightmares arise from the spiritual link between the progenitor and their bloodline and may subtly hint at the progenitor’s personality or location.

Victims of the dread disease persist as carriers until they are first exposed to their trigger and suffer their first transformation.

Afflicted lycanthropes: Upon the first exposure to their trigger, a lycanthrope transforms; the beast seizes temporary control of the victim’s body, and they become afflicted lycanthropes. The character remains in animal form for 8 hours or until the next dawn (whichever occurs first) and remembers nothing about the entire episode (or subsequent episodes) unless he makes a DC 20 Will save, in which case he becomes aware of his condition. Lycanthropes who are aware of their conditions typically experience hazy memories of what occurs during their transformations, but cannot remember details; those who are not yet aware of their condition do not remember anything. The nightmares the character experienced as carriers continue as afflicted lycanthropes, although as the beast devours more of the host’s soul, the dreams may lose their frightening edge and becomes exhilarating instead.

Afflicted lycanthropes gain low light vision in all their forms. As the beast begins to corrode their personality and sharpen their senses, they suffer a -2 penalty to Charisma, and gain a +2 bonus to Wisdom. This Wisdom bonus is considered a temporary ability bonus, and affects only Wisdom-based skills and Will saves. Other Wisdom-based effects, such as the save DCs or spells per day of Wisdom-based casters, are unaffected. When transformed, they experience the full effects of the lycanthrope template.

While transformed, the beast has complete control over the afflicted lycanthrope; their alignment becomes that of the beast (as shown on the table below) as bestial passions overcome them, while the beast retains the host’s intellect. The beast does not understand the nobler passions of its host, so any intense emotion is understood by the beast as hate and hunger. For that reason, those the afflicted lycanthrope love the most are typically its first victims. While transformed, the character may therefore lose the abilities of classes with alignment restrictions. Merely transforming is not sufficient cause to lose class abilities in host form, but chaotic or evil deeds performed by the beast are considered involuntary actions for the host and may be cause for a loss of class abilities in host form.

While in the host’s form, the lycanthrope retains their original alignment, at least at first. The host’s alignment moves one step towards the beast’s alignment the first time they voluntarily transform, the first time they kill or afflict someone while voluntarily transformed, and the first time they kill or afflict someone they love during an involuntary rampage. The lycanthrope immediately senses the change in their personality and may even struggle against them, but cannot return to their original alignment without receiving an atonement spell.

Afflicted lycanthropes have extremely limited control over their transformations. They are unable to change their shape at will; afflicted lycanthropes can only transform when they are exposed to their trigger, or when the beast is with what it interprets as a life or death situation. The beast will cause an involuntary transformation, even in the absence of the lycanthrope’s trigger, when it suffers a major Fear or Horror effect, is the target of an effect with the pain, death or fear descriptor or a coup de grace action (should it survive), or is reduced to 1 hit point per level or less. (That is, a lycanthrope with 7 levels will attempt to transform when reduced to 7 hit points or less).

The host may try to resist a transformation by making a Constitution check. This is a full round action that provokes an attack of opportunity, although the character may stagger up to half of their speed during the action. For transformations due to self-preservation, the DC for this check is equal to the lycanthrope’s curse of lycanthropy DC, and the lycanthrope needs only make one check per stimulus. If the transformation is due to exposure to the lycanthrope’s trigger, the character suffers a -5 penalty to the check, and, if they wish to continue resisting, must check every round that they are exposed to the trigger.

Alternatively, the lycanthrope can embrace the beast and voluntarily transform (although they must still be confronted with their trigger or a need for self-preservation). A voluntary transformation is a full-round action that does not provoke an attack of opportunity, but has ramifications for the alignment of the host as noted above. Lycanthropes who are unaware of their condition must attempt to resist the transformation, although they do not remember doing so.

Maledictive lycanthropes also follow these rules for transformations.

For the afflicted lycanthrope, there are only a few paths fate will carry them. A few have the resources and determination necessary to face the Cleansing Cure. Those that fail, and the vast majority who lack the supernatural resources to seek atonement, are forced to deal with their condition through other methods, by locking themselves away during the full moon, fleeing into the wilderness or seeking death. Others embrace the beast, giving themselves over to it in despair. A very few, called moonchildren, seek an accommodation with the beast, and in doing so try to tame it. Those who progress too far down this path become natural lycanthropes, when the divisions between beast and host break down completely.

In a rare few cases, victims bitten by a lycanthrope may not become afflicted lycanthropes, effectively becoming natural lycanthropes instead. See dire lycanthropes below.

The Cleansing Cure
An afflicted character who wishes to be cured of lycanthropy in Ravenloft must fulfil three challenging requirements.

Step One: Atonement. This step is a continuous process that may take place long before, during, and after step two. Each malevolent act the bestial lycanthrope performs — such as the bloody slaughter of blameless victims — soils the afflicted victim’s soul, strengthening the beast’s grip. To have any hope of a cure, an afflicted lycanthrope must prevent her soul from being devoured from within. This takes two forms, flip sides of the same coin: the afflicted victim must prevent the beast within from inflicting harm, and she must make amends for whatever sins the beast does commit.

Preventing the beast from doing harm is a simple matter, in theory; a victim might have herself securely chained on the nights of her trigger, or she may strenuously avoid any exposure to her trigger to begin with. In practice, however, a solution seldom falls into place so smoothly. Like a repressed emotion, the beast within always seems to find a way out. Keep in mind that a lycanthrope in bestial form still possesses the same mind it has in human form; it’s just put toward bloodier ends. If an afflicted victim knows where the key to her cell is hidden before she changes, the beast knows after the change as well. Or the beast might be more subtle, working on a subconscious level. An afflicted lycanthrope who frequently imprisons her bestial alter ego may slowly develop a subtle aversion to confinement. Month by month, an urge may creep into her head to face her trigger not in a cramped cell, but under a blessedly open sky deep in the wilderness, far from other people, where surely — surely — she will do no harm.

An afflicted character should atone for all the evil deeds she commits while in bestial form. Religious characters may seek spiritual guidance from their church, while others may simply follow their own conscience. Ultimately, the decision of what to do must be up to the individual afflicted character. The character must be truly repentant and make a heartfelt attempt to remedy the ills she has caused.

Van Richten believed that acts of penance should reflect the crimes committed in nature and severity. Penance may take two forms, determined by their effectiveness: acts of contrition and acts of absolution.

Act of Contrition: More often than not, an afflicted lycanthrope has no way of truly repairing the harm the beast has caused. After all, restoring a slaughtered victim to life is no trivial matter. Any honest (but limited) attempt by an afflicted character to lessen the damage she has done is considered an act of contrition. For example, an afflicted character might replace a farmer’s cow after having slaughtered its predecessor.

In many cases, nothing can be done to remedy the beast’s rampages. (Parents or children cannot be replaced like livestock.) For lack of better options, an afflicted character can perform an act of contrition by punishing herself for the beast’s sins. This punishment may be physical (self-flagellation, for example), spiritual (retreating from friends and loved ones to live as a hermit in the wilds), or societal (admitting your deeds to your victim’s next of kin and begging their judgment). All are equally effective, but they must actually cause the character to suffer to be of any use. An afflicted character who is naturally reclusive isn’t punishing herself by opting to live in seclusion.

Act of Absolution: In a few rare cases, an afflicted lycanthrope actually can completely undo the harm she has caused. A prime example would be a lycanthrope who afflicts another victim, extending the bloodline, but then quickly pursues and achieves her victim’s cure before her own, successfully cleansing him of lycanthropy and restoring his normal life.

An atonement spell is of no use at this stage; the character’s repentance must come from within. If the afflicted character does too little to atone in this step, or performs these acts callously or selfishly, she guarantees her failure in the final ritual.

The DM should keep track of the bestial rampages, acts of contrition, and acts of absolution an afflicted lycanthrope performs; they all come into play during the Rite of Purification, below.

Step Two: Sever the Bloodline. Before any afflicted lycanthrope in a bloodline can be cured, the progenitor of that bloodline must be destroyed. How the progenitor meets its end is largely unimportant, but for as long as it lives, none of its progeny can be cured. The progenitor is the font from which its bloodline flows; killing the progenitor severs the bloodline from the source of its power, weakening it enough to make a cure possible.

An afflicted lycanthrope seeking a cure need not personally kill her progenitor. Indeed, the bloodline is severed just as effectively if the progenitor dies of natural causes. However, an afflicted lycanthrope who personally slays her progenitor receives a +2 sacred bonus on her ritual saving throws during the Rite of Purification (see below). Only the individual who actually lands the killing blow receives this bonus, even if other members of the bloodline assist her in combat.

A killing blow must drop the progenitor to dying status (between –1 and –9 hit points), quickly causing its death through hit point loss, or it must kill the progenitor outright (drop it to –10 hit points). The latter overrides the former.

If a character was afflicted by another afflicted lycanthrope, it is still just the original progenitor that must die — the “links in the chain” in between are not important, and killing them does not, in itself, help to achieve a cure.

Step Three: The Rite of Purification. Once the progenitor is dead and the afflicted character feels she has properly atoned, she can undergo the final ritual to cleanse herself of the lycanthropic curse. This ritual is extremely demanding of both the afflicted subject and those present to help her.

Although some minor details of the rite of purification may differ depending on the faith and traditions of those performing it, all versions of the ritual adhere to the steps described below.

First, the rite must be performed while the afflicted character is in bestial form. This generally means that the purification rite is performed after the subject has been exposed to her trigger (such as the night of a full moon), but any other means of forcing the character into bestial form can suffice. A voluntary transformation is not acceptable; the ritual is largely empowered by the subject’s desire to be rid of the beast within, so it cannot begin with her willing surrender. Once in bestial form, the last thing the beast wants is to be “cured.” (Typically, assistants chain or otherwise securely restrain the character before she changes and the ritual begins.)

With the subject now in bestial form, an attending divine spellcaster must cast three spells on the subject in quick succession: atonement, remove disease, and remove curse. The order of spells is symbolic and significant, though the magic can be supplied by more than one spellcaster (or even from scrolls and the like).

Atonement completes the spiritual revitalization begun by the subject’s own acts of atonement. The moment the atonement spell is cast, the subject regains her own mind, unclouded by bloodlust and bestial evil, though she remains in bestial form. She must now be freed from all restraints. In addition, she must remain completely motionless throughout the rest of the ritual.

Next, remove disease rids the subject’s body of the physical affliction. It can be cast without difficulty.

Lastly, remove curse erases the contagion’s intangible effects and prevents its return. The moment the attending priest begins the remove curse spell, the afflicted subject’s body is wracked with agony. When the spell is cast, the subject begins a slow metamorphosis, reverting to humanoid form over the course of 2d4 minutes. Regardless of the changes and the burning pain, the subject must remain utterly motionless. This requires succeeding on both a DC 20 Will save and a DC 20 Fortitude save. The Will save represents the subject’s internal battle against spiritual anguish and the thrashing spirit of the beast within, while the Fortitude save is to conquer the sheer physical pain of the slow transformation.

The afflicted can make these saving throws in either other, but both must succeed. The subject can receive no outside aid on this saving throw of any kind (such as painkilling spells or concoctions); in the end, she must defeat the beast on her own. However, the situations listed on Table 5–2 apply circumstance modifiers to each of the subject’s saving throws. These modifiers stack with each other; include all that apply.

Lycanthropic Atonement Modifiers
Situation Rite of Purification
Saving Throw Modifier
Lycanthropic Hit Dice –1 per HD
Night of slaughter –1
Innocent killed or afflicted –1
Act of contrition +1
Act of absolution +2
Personally slew progenitor +2

Lycanthropic Hit Dice: The afflicted automatically suffers a penalty on each saving throw equal to the beast’s Hit Dice. For example, a typical werewolf (with a 2 HD base animal) applies a –2 penalty. The more powerful the beast within, the harder it is to shed.

Night of Slaughter: The afflicted suffers a cumulative –1 penalty for each transformative episode in which her lycanthropic alter ego was allowed to kill humanoids or other intelligent, blameless creatures. Apply the penalty per episode, not per killing. In other words, if a werewolf transforms one night and kills two victims, she assumes a –1. If she gets loose again the next month and kills twenty people in a night, she still only adds another –1 penalty. For the purposes of the ritual, afflicting a victim with lycanthropy is as dire as killing them.

Innocent Killed or Afflicted: Innocents (creatures with the innocent quality, such as young children) are the exception to the above. Each individual innocent an afflicted lycanthrope slaughters or afflicts applies a cumulative –1 penalty to the subject’s ritual saving throws.

Act of Contrition: Each act of contrition (see above) the afflicted performs in good faith grants her a cumulative +1 bonus on her ritual saving throws.

Act of Absolution: Each act of absolution (see above) the afflicted performs in good faith grants her a cumulative +1 bonus on her ritual saving throws.

If the character fails either saving throw, or if she moves for any reason once the atonement spell is cast, her humanoid mentality immediately flees. The beast within takes full control once more, and the character’s body lurches back into bestial form. Furthermore, the beast is enraged by the pain and immediately flies into bloodlust, attacking everyone around it.

If the progenitor is not dead at the time of the purification ritual, then the pain in the final stage continues to redouble upon itself until it simply cannot be controlled, resulting in the ritual’s collapse and failure. If the character succeeds on her saving throws but never made any honest attempts to atone for the beast, then the cure may not actually take hold. Within a few months, the Dread Disease might regain its hold on an unrepentant heart.

An afflicted lycanthrope has only one chance to be rid of the dread disease in Ravenloft. If the Rite of Purification fails, the subject can never be cured of lycanthropy for as long as she remains within the Land of Mists. (If she is cured and later afflicted again, however, she can undergo the cleansing process again for one chance at curing that affliction).

Only afflicted lycanthropes can be cured of lycanthropy. The Dread Disease is as natural to true lycanthropes as breathing. Maledictive lycanthropes typically have exotic conditions required to lift their curses, although some may be able to undergo the Cleansing Cure.

The Hunger
The beast craves blood and raw flesh. The vitality and passion that the beast brings to its host is undeniable, but it comes at the cost of an eternal hunger, a perpetual nervous itch in the back of the mind to indulge in carnal desires, unleash the beast and fill their belly with hot, bloody meat.

Natural and maledictive lycanthropes must eat a number of pounds of raw meat per day equal to their curse of lycanthropy DC – 10. Thus, for most lycanthropes, this is 5 lb per day (approximately equivalent to one Tiny creature). Meat that is cooked or more than a few hours old is only worth half its weight for feeding the beast. If the lycanthrope doesn’t slake their Hunger, they begin to starve.

Afflicted lycanthropes are not subject to the Hunger in humanoid form, but are subject to it when transformed, and continue to suffer the effects of starvation when they return to humanoid form. Because they rarely eat enough meat in humanoid form, the beast is often ravenous when it is finally released. Thus, the beast of an afflicted werewolf whose trigger is the full moon will emerge without having slaked its Hunger for 25 days since the last full moon. If it doesn’t kill and eat something that night, it takes 1d6 points of nonlethal damage and is fatigued, and these conditions persist in humanoid form. While eating normal food in humanoid form will remove the penalties, the beast will again be unleashed at the edge of starvation, and the host will again wake up with penalties for starvation.

The Lycanthrope Template
Creating a Lycanthrope
“Lycanthrope” is an inherited (for natural lycanthropes) or acquired (for maledictive and afflicted lycanthropes) template that can be added to any humanoid.

Challenge Rating: Same as base creature or base animal (whichever is higher) + 1.

Size and Type: The creature (referred to hereafter as the base creature) gains the shapechanger subtype. The lycanthrope takes on the characteristics of some type of animal (referred to hereafter as the base animal) within one size category of the base creature’s size. More rarely, a magical beast, vermin or ooze may be used as the base creature. A lycanthrope’s hybrid form is the same size as the base animal or the base creature, whichever is larger.

AC: In hybrid or animal form the lycanthrope has the natural armour bonus of the base animal increased by +2.

Defensive Abilities: A natural or maledictive lycanthrope gains DR 10/special material in animal or hybrid form. An afflicted lycanthrope gains DR 5/special material in animal or hybrid form. See below for a list of typical special materials.

Speed: Same as the base creature or base animal, depending on which form the lycanthrope is using. Hybrids use the base creature’s speed.

Melee: A lycanthrope gains natural attacks in animal and hybrid forms according to the base animal. They also gain 2 claw or slam attacks (as appropriate) when in hybrid form if the animal didn’t already possess them.

Special Qualities: A lycanthrope retains all the special attacks, qualities, and abilities of the base creature. In hybrid or animal form it gains the special attacks, qualities, and abilities of the base animal. Natural lycanthropes gain scent in all forms; afflicted and maledictive lycanthropes gain scent in hybrid or animal form only. A lycanthrope also gains low-light vision and the following:

Bloodlust (Ex): When the lycanthrope takes damage in combat, it must make a Will save (DC 5) or transform into hybrid or animal form on its next turn and fly into a rage as a free action. Afflicted and maledictive lycanthropes must also save when they transform. The lycanthrope gains +2 Constitution and +2 Strength, but takes a –2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily. The lycanthrope suffers a -2 circumstance penalty per werebeast or afflicted beast in bloodlust within 30 ft, and -1 circumstance penalty to its save per day that it has not assuaged its Hunger. Afflicted lycanthropes are not subject to bloodlust while in humanoid form, but do suffer the penalty for not eating raw flesh; thus they almost inevitably fly into bloodlust when they eventually transform.

Change Shape (Su) Many (but not all) lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form; restrictive clothing and armour gains the broken quality, and causes damage equal to the material’s hardness to the lycanthrope. Magical equipment that is able to resize itself to suit its wearer, such as rings, are not affected.

A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. The rules for afflicted and maledictive lycanthropes are detailed above. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.

Chemical Bane (Ex): Lycanthropes in Ravenloft are typically vulnerable to a particular chemical or herbal substance, depending on their phenotype. This substance acts a poison for the lycanthrope in all of its forms. If the substance is normally toxic (as with wolfsbane, for example), the lycanthrope suffers the damage below in addition to the poison’s normal effects.

Type poison, ingested Save Fortitude DC 20; Frequency 1/round for 6 rounds; Effect 1d4 Con damage; Cure 2 consecutive saves

Curse of Lycanthropy (Su) A lycanthrope’s bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude negates; DC 15 or 11 + ½ base animal’s Hit Dice + base animal’s Constitution bonus, whichever is higher). If the victim’s size is not within one size category of the lycanthrope, this ability has no effect. Both natural and afflicted lycanthropes can spread lycanthropy.

Note lycanthropy is a disease-like curse of lethal power, not a disease.

Lycanthropic Empathy (Ex) In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal’s attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.

Herbivorous animals can sense the beast within regardless of the lycanthrope’s current form as though they had the scent quality. Their starting attitudes decrease by one step.

Ability Scores: +2 Wis, –2 Cha in all forms (although see above for afflicted and maledictive lycanthropes); +2 Str, +2 Con in hybrid and animal forms. Lycanthropes have enhanced senses but are not fully in control of their emotions and animalistic urges. In addition to these adjustments to the base creature’s stats, a lycanthrope’s ability scores change when he assumes hybrid or animal form. In human form, the lycanthrope’s ability scores are unchanged from the base creature’s form. In animal and hybrid form, the lycanthrope’s ability scores are the same as the base creature’s or the base animal’s, whichever ability score is higher.

Phenotypes
Name Animal Form Weapon Vulnerability Chemical Bane Preferred Alignment Curse of lycanthropy DC
Loup garou, lowland Worg Silver Wolfsbane Chaotic evil 15
Loup garou, mountain Dire wolf Gold Wolfsbane Chaotic evil 16
Sea stalker Bunyip Silver Amaranth Neutral evil 15
Wereape Gorilla Silver Sulphur Chaotic evil 15
Werebadger Dire badger Silver Poppy Chaotic evil 15
Werebat Dire bat Silver Skullcap Neutral evil 15
Werebear Grizzly bear Cold iron Belladonna Lawful evil 17
Wereboar Boar Oakwood Camphor Neutral evil 15
Werecrocodile Crocodile Flint Mandrake Neutral evil 15
Werefox Silver fox (thylacine) Silver or dog’s bone Juniper Chaotic evil 15
Werehyena Hyena Silver Hemlock Chaotic evil 15
Werejackal Jackal (riding dog) Bronze Fennel Lawful evil 15
Werejaguar Jaguar (cheetah, no sprint) Ebony Cocoa LN (LE afflicted) 15
Wereleopard Leopard Silver Mercury Lawful evil 15
Werelion Lion Silver Saffron Neutral evil 15
Wereoctopus Giant octopus Whalebone Lime Neutral evil 20
Wereooze Grey ooze Silver Rock salt Neutral evil 21
Werepanther Panther (leopard) Silver Mistletoe Lawful evil 15
Wererat Dire rat Silver Individual Chaotic evil 15
Wereraven Eagle Silver Unknown NG (NE afflicted) 15
Wereray Manta ray (with stingray poison) Coral Water lily Chaotic evil 15
Wereshark Shark Silver Mangrove Neutral evil 15
Weresnake Venomous snake Silver Hyacinth Chaotic evil 15
Weretiger Tiger Obsidian Ginseng Neutral evil 17
Werewolf Wolf Silver Wolfsbane Chaotic evil 15
Werewolverine Wolverine Granite Orchid Chaotic evil 15

Wereoozes only spread the Dread Disease by killing another humanoid and consuming their body. The parent ooze then splits into 2, the original lycanthrope and the newly infected one, which is reborn unconscious and with 1 hit point.
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Re: Pathfinder in the Mists

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Variant Lycanthropes

These simple templates further modify the lycanthrope template.

Degenerative Lycanthrope
These afflicted lycanthropes do not have the change shape ability or the shapechanger subtype. They transform only once, a lengthy transformation that can take hours, days, or weeks. Once transformed, the lycanthrope remains in single, bestial form (typically a hybrid form)—perhaps for seven years, perhaps until its death (or cure).

Some retain the change shape ability, but, in an inversion of most lycanthropes, are trapped in animal form until exposed to their trigger, which forces them back into human form.

Typical Lycanthropes: Werejaguar, wereleopard
CR Adjustment: +0.

Dire Lycanthrope
In a rare few cases, victims bitten by a lycanthrope may not become afflicted lycanthropes, effectively becoming natural lycanthropes instead. The newly afflicted lycanthrope must make a successful Fortitude save (DC = number of days since affliction) each night or permanently transform into a natural lycanthrope. The new lycanthrope must make a successful Will save each night thereafter (DC = number of days since becoming a natural lycanthrope) or permanently assume the alignment of the lycanthrope that created it. Only a wish or miracle can restore a victim so afflicted. This dire form of lycanthropy is usually accompanied by significant physical changes in the lycanthrope’s humanoid form.

CR Adjustment: +0
Typical Lycanthropes: Werefox, werepanther, sea stalker

Naturebane Lycanthrope
These variant lycanthropes can infect animals of the werebeast’s phenotype with lycanthropy. When exposed to their trigger, these animals assume hybrid form and the creator’s alignment. They gain all of the special abilities of the lycanthrope template except Curse of Lycanthropy, and Intelligence 8 when in hybrid form (if it is not already higher).

Naturebane lycanthropes are vulnerable to the natural attacks of their phenotype, not their usual weapon vulnerability. Their animal empathy applies only to their afflicted progeny.

Animal Antipathy (Ex): Animals of the lycanthrope’s phenotype loathe the lycanthrope. They will not suffer its presence, and will flee or wildly attack the lycanthrope instead. They gain a +4 morale bonus on magical and mundane attempts to calm or control them while in the lycanthrope’s presence.
CR Adjustment: +0.

Pathological Lycanthrope
These afflicted lycanthropes do not physically change shape; when exposed to their trigger, they mentally become a raving beast, but retain their normal form. They gain a bite and 2 claw attacks as a creature of one size smaller than the base creature (unless they already have these attacks).

They only gain the curse of lycanthropy and lycanthropic empathy abilities, and the changes to their ability scores.

CR Adjustment: –1.

Skinwalking Lycanthrope
These lycanthropes require a magically prepared pelt to change shape. If the token is destroyed or lost, they can no longer transform. Only natural lycanthropes can be skinwalkers; afflicted progeny do not share this trait, transforming normally.

CR Adjustment: +0.
Typical Lycanthropes: Werewolf (loup du noir)

Spiritual Lycanthrope
These lycanthropes do not physically transform; instead they astrally project, possessing the nearest animal of correct phenotype. Instead of the normal weapon vulnerability, they are vulnerable to magic. They are not harmed if the host animal is killed, returning safely to their own body, which lies helpless and comatose while their spirit is missing.

Type and Subtype: A spiritual lycanthrope does not have the shapechanger subtype. While possessed by a spiritual lycanthrope, animals acquire the magical beast (augmented animal) type.

Astral Possession (Su): A spiritual lycanthrope has this ability instead of the change shape ability. It takes a full-round action for the spirit to find a host, but the closest host may be many miles away. When the lycanthrope wishes to return to its body, or is freed from its trigger, it requires another full-round action. The animal can make a Will save to resist the intrusion. This ability otherwise functions as magic jar.
CR Adjustment: +1.

Afflicted Beast

When an animal of a lycanthrope’s phenotype gets bitten, a debased version of the Dread Disease may be passed on. The afflicted beast doesn't become a true lycanthrope and can't spread the Dread Disease, but when exposed to its trigger it grows strong and malevolent. While transformed, it gains several lycanthropic powers, and may fly into a mad rage if subjected to pain. Afflicted beasts experience the Hunger as afflicted lycanthropes.

Remove curse and remove disease are said to be able to remove the affliction.

The Afflicted Beast Template
Creating an Afflicted Beast
“Afflicted” is an acquired template that can be applied to any animal (referred to hereafter as the “base creature”). An afflicted beast has all the statistics and abilities of the base creature except as noted here.

Size and Type: Type does not change. Add the shapechanger subtype. Size is unchanged.

AC: Same as the base creature, +2 in lunar form.

Special Attacks: An afflicted beast retains all the special attacks of the base creature and gains those described below.

Special Qualities: An afflicted beast retains all the special qualities of the base creature. It gains the chemical bane and weapon vulnerability of the lycanthrope that infected it and gains those described below.

Bloodlust (Ex): When the creature takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Strength, but takes a –2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.

Damage Reduction (Ex): An afflicted beast gains damage reduction 5/special material while in lunar form.

Lunar Form (Su): When exposed to its lycanthropic trigger, an afflicted beast involuntarily assumes lunar form as a standard action. An afflicted beast’s lunar form is larger, more powerful, and more feral in appearance than the base creature. In lunar form, the afflicted beast is considered a magical beast rather than an animal.

Abilities: +4 Str, +4 Con, +2 Int, +2 Wis in lunar form.

Challenge Rating: Same as the base creature +1.

Alignment: Same as the base creature. While in lunar form, an afflicted beast assumes the bestial alignment of the lycanthrope that afflicted it.
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Re: Pathfinder in the Mists

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This stuff is awesome!!! Thanks to you and Mangrum!
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Re: Pathfinder in the Mists

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I'm definitely going to be adopting some of the streamlining of my very-fiddly rules in future iterations. Nice!
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Re: Pathfinder in the Mists

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Thanks John!
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Re: Pathfinder in the Mists

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Lots of catching up to do...

Re: vistani: thanks for posting them. The spelllike abilities seem a bit much IMO. So every vistani can detect magic at will? And cast suggestion and hold person?
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Re: Pathfinder in the Mists

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They're based (stat-wise) on drow nobles.

Don't you think all Vistani should be able to recognise magical items just by seeing them or handling them? It would explain a lot of their behaviour - they may not know what something does, but they can instinctively recognise its inherent power. It's what makes them good thieves and swindlers, if nothing else.

Spark represents their ability to light fires even under impossible conditions.

The others are from VRGtV - that's what the Evil Eye does. Of course, using the Evil Eye against someone is laying a curse, which requires a Powers check, so I'd imagine most Vistani are careful about when and why they do it.
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Re: Pathfinder in the Mists

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Ryan Naylor wrote:They're based (stat-wise) on drow nobles.

Don't you think all Vistani should be able to recognise magical items just by seeing them or handling them? It would explain a lot of their behaviour - they may not know what something does, but they can instinctively recognise its inherent power. It's what makes them good thieves and swindlers, if nothing else.

Spark represents their ability to light fires even under impossible conditions.

The others are from VRGtV - that's what the Evil Eye does. Of course, using the Evil Eye against someone is laying a curse, which requires a Powers check, so I'd imagine most Vistani are careful about when and why they do it.
Can Vistani even get powers checks? I don't think I know of a full blooded one really having it... o.O'
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Re: Pathfinder in the Mists

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Madame Radanavich. Any darkling. Some dukkars.
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