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| the shaderaven09-18-04, 04:34 AM | Ok, so the weretouched master PrC at least IMHO needs a serious errata. I wont waste time pointing what are the problems with that PrC, because I think they are well known to everyone, but instead suggest some fixes. Comments are welcome, because none of this suggestions have been playtested. Weretouched II: At 3rd level, a weretouched master gains the scent ability. If he already has the wildhunter shifter trait, the bonus to survival check increases by +2 and while shifting his scent range increases by 10 feet. In addition... This solves the broblem with the wildhinter shifter trait becoming obsolete to a weretouched master of 3rd level or higher. Wolverine–Rage: If the weretouched master... He gains +4 to Strength, +4 to Constitution, and - 2 to Armor Class when Raging... In 3.5 wolverines get +4 to Str and Con, not +2 so I think the weretouched master should get the same benefits. Alternate form: At 5th level... ...Changing to or from animal or hybrid form is a standart action and weretouched master can remain in this form for a number of minutes equal to 3 + the shifter's CON modifier. While in animal or hybrid form a weretouched master still benefits from all his shifter traits, feats or shifting related benefits except the ability score increases which are replaces with those of the assumed form... This a) solves the problem with practically more than half of the character feats and abilities, becoming obsolete once the alternate form ability is reached and b) makes the alternate form usefull for more than just combat encounters with its increased duration - like swimming, climbing and stealth (It is kind of irritating to shift back to normal form at the middle of a 2 minute long climb when you are 100 feet above the ground). The standart action to shift is there just for balance and because even real lycantropes can't shift as a free action. Bonuses in Hybrid/Animal form Animal Str Dex Con Size Skills and Feats Bear +10/+16 +2/+0 +6/+8 M/L --/+4 bonus to Swim checks Boar +6/+6 +2/+2 +8/+8 M/M Die Hard, Powerful Charge*/Die Hard, Powerful Charge* Rat +4/+0 +6/+8 +4/+2 M/S Weapon Finesse/+8 bonus to Swim checks; Weapon Finesse Tiger +8/+12 +4/+2 +4/+6 M/L --/+4 bonus to Balance, Hide** and Move Silently checks Wolf +4/+4 +4/+4 +4/+4 M/M +4/+4 bonus to Survival when tracking by scent Wolverine +4/+4 +4/+4 +6/+6 M/M --/+8 bonus to Climb checks; Climb speed 10 ft.***; Burrow speed 10 ft. *If he already has the powerful charge feat, he gains the benefits of the greater powerful charge feat instead. ** Increases to +8 in tall grass or heavy undergrouth. *** If he already has the cliffwalker shifter trait, his climb speed increases by 10 feet. This tries to balance the different animal choices. And the bonus feats and skills just seem in place. So what do you think? I find this version (provided the skill bonuses are balanced well enough) to be more logical, character friendly and balanced at the same time, but as I said it hasn't been playtested yet so I may be wrong. Any comments? |