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Werecreature Dedication Feat 2


RareArchetypeDedication
Source Pathfinder Howl of the Wild

Requirements You were born into a lineage of true werecreatures or were afflicted with the curse of the werecreature.


You're a werecreature, able to shift between your humanoid shape, an animal shape, and a monstrous hybrid of the two. You gain the beast and werecreature traits. Choose your werecreature type.

Once chosen, this can't be changed. You gain the Toughness feat but also a weakness to silver equal to half your level. You gain the Change Shape action. On the night of the full moon, you automatically use Change Shape to assume your hybrid shape, and you can't voluntarily activate or dismiss Change Shape until sunrise.

You're a werecreature, a humanoid doomed by an ancient primal curse to transform into an animal or an animalhumanoid hybrid under the light of the full moon. You might be a "true werecreature," born to werecreature parents; you might have found yourself afflicted with the primal curse after surviving the bite of another werecreature; or you might have been transformed into a werecreature by powerful magic, perhaps even willingly.

Although humanoids with the ability to transform into animals aren't universally feared, they're looked on with terror in many places because of a confusion with werecreatures or other threats. With the curse both spreading infectiously and robbing the afflicted control of their actions, those suspected of being werecreatures can rarely live in peace.

While many werecreatures have little control over their own transformations, formal training or an exceptionally strong will has enabled you to exert a degree of mastery over the beast that rages within you, allowing you not only to assume your bestial shape at will but also retain your own mind while doing so. In many cases, this results in being able to prevent spreading the curse as well. This mastery is more common in societies that embrace or accept werecreatures, such as Ulfen countries in northern Avistan and communities of beastkin, wherever they can be found.

Roleplaying a Werecreature

As a werecreature, your personality is likely to be heavily influenced by your relationship with the curse that made you what you are. If you were afflicted against your will, you might find yourself locked in an interminable struggle against your condition, even as you're continually tempted by the power it offers; or you might revel in the transformation, embracing your newly empowered bestial side as the purest reflection of your true self. If you were born a true werecreature, perhaps you don't see your condition as a curse at all, but a noble calling; alternately, maybe your upbringing in a community of evil-minded werecreatures has led you to despise your own kin and, by extension, yourself. Consider also how your nature as a werecreature affects your relationships with fellow humanoids: do you see it as your charge to protect them, even as you suspect they might hate and fear you if they knew your true nature, or do you consider yourself a proverbial wolf among sheep?

As your character advances and gains more werecreature feats, you can also explore how the lines between your humanoid side and your bestial side might begin to blur, or choose the alternate route and emphasize the divergence between your dual natures. There is great roleplaying potential in a character whose humanoid and bestial sides contrast so dramatically that they might as well be different characters altogether!

TypeSpeedAttackDamageTraitsSpecial
Werebat10 feet, fly 15 feetFangs1d8 piercingWhen Flying due to the fly speed granted by this form, you must begin and end your movement on a solid surface or immediately fall.
Werebear25 feet

Jaws

Claw

1d8 piercing

1d6 slashing

Agile

Wereboar30 feetTusk1d8 slashingSweep
Werecrocodile

25 feet,

swim 15 feet

Jaws1d8 piercingGrappleYou can hold your breath for 2 hours in animal or hybrid shape.
Weremoose25 feetAntler1d8 piercingShove
Wererat25 feet

Jaws

Claw

1d6 piercing

1d4 slashing

Finesse

Agile, finesse

Your animal shape is Small in size.
Wereshark15 feet, swim 25 feetJaws1d8 piercingGrappleYour hybrid shape gains the amphibious trait. In your animal shape, you lose your land Speed and your Swim speed increases to 35 feet, and you gain the aquatic trait.
Weretiger25 feet

Jaws

Claw

1d8 piercing

1d6 slashing

Agile

Werewolf30 feetJaws1d8 piercingTrip

Werecreature Dedication Feat 2

Requirements You were born into a lineage of true werecreatures or were afflicted with the curse of the werecreature.


You're a werecreature, able to shift between your humanoid shape, an animal shape, and a monstrous hybrid of the two. You gain the beast and werecreature traits. Choose your werecreature type.

Once chosen, this can't be changed. You gain the Toughness feat but also a weakness to silver equal to half your level. You gain the Change Shape action. On the night of the full moon, you automatically use Change Shape to assume your hybrid shape, and you can't voluntarily activate or dismiss Change Shape until sunrise.


Special If you're a beastkin, you can use unarmed attacks from your hybrid shape while you're in your werecreature hybrid shape. These forms are otherwise separate.

Source: Pathfinder Howl of the Wild

Animal Fleetness Feat 4

Source: Pathfinder Howl of the Wild

Beastkin Resilience Feat 4

Source: Pathfinder Howl of the Wild

Feral Senses Feat 4

Source: Pathfinder Howl of the Wild

Antler Rush Feat 6

Source: Pathfinder Howl of the Wild

Bear Hug (Werecreature) Feat 6

Source: Pathfinder Howl of the Wild

Death Roll Feat 6

Source: Pathfinder Howl of the Wild

Echolocation Feat 6

Source: Pathfinder Howl of the Wild

Fearful Symmetry Feat 6

Source: Pathfinder Howl of the Wild

Feeding Frenzy Feat 6

Source: Pathfinder Howl of the Wild

Pack Attack Feat 6

Source: Pathfinder Howl of the Wild

Plague Rat Feat 6

Source: Pathfinder Howl of the Wild

Rushing Boar Feat 6

Source: Pathfinder Howl of the Wild

Cornered Animal Feat 8

Source: Pathfinder Howl of the Wild

Feral Mending Feat 8

Source: Pathfinder Howl of the Wild

Terrifying Transformation Feat 8

Source: Pathfinder Howl of the Wild

You Don't Smell Right Feat 8

Source: Pathfinder Howl of the Wild

Dire Growth Feat 10

Source: Pathfinder Howl of the Wild

Feral Lunge Feat 10

Source: Pathfinder Howl of the Wild

Feral Scramble Feat 10

Source: Pathfinder Howl of the Wild

Feral Toss Feat 10

Source: Pathfinder Howl of the Wild

Touch of Lunacy Feat 10

Source: Pathfinder Howl of the Wild

Pouncing Transformation Feat 12

Source: Pathfinder Howl of the Wild

Shared Tide Feat 12

Source: Pathfinder Howl of the Wild

Undying Beast Feat 12

Source: Pathfinder Howl of the Wild

Wings of the Moon Feat 12

Source: Pathfinder Howl of the Wild

Rapid Hybridization Feat 14

Source: Pathfinder Howl of the Wild

Scarred Hide Feat 14

Source: Pathfinder Howl of the Wild

Force of Nature Feat 16

Source: Pathfinder Howl of the Wild


Special If you're a beastkin, you can use unarmed attacks from your hybrid shape while you're in your werecreature hybrid shape. These forms are otherwise separate.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Archetype

This feat belongs to an archetype.

Dedication

Each archetype's dedication feat represents your character's dedicated effort learning a new set of abilities, making it impossible to split your focus and pursue another archetype at the same time. Once you take a dedication feat, you can't select a different dedication feat until you complete your dedication by taking two other feats from your current archetype. You can't retrain a dedication feat as long as you have any other feats from that archetype.