Werebear

Orcus Porkus

First Post
WEREBEAR

Werebears are reclusive creatures that usually prefer to avoid civilization and hunt down evil beings in the wilderness.

13.jpg


RACIAL TRAITS

Average Height: 6' 8" - 8' 2"
Average Weight: 220-300 lb.

Ability Scores: +2 Strength, +2 Wisdom
Size: Medium
Speed: 6 squares (see also "bear run")
Vision: Low-light

Languages: Common, choice of one other
Skill Bonus: +2 Nature, +2 Perception

Change Shape: As a minor action and twice per encounter, you can alter your physical form to appear as a brown bear, a werebear (also called "hybrid form"), or a unique human/dwarf. You can't use your claw attack in human/dwarven form and can't use weapons in bear form. All your equipment melds with the bear form and remains active. Wearing shields or heavier armor than hide prevents you from using the shape changing power.

Bear Empathy: You can communicate with bears, and enjoy a +4 racial bonus on Charisma-based checks against bears and dire bears.

Bear Run: When in bear form, your running speed is +4 instead of +2.

Bear Hug: When in bear form and while grabbing a creature, you deal ongoing damage equal to half your strength modifier.

Natural Claw Attack: In hybrid or bear form, your claw (both main- and off-hand) allows you an unarmed attack with +2 proficiency and dealing 1d6 + Strength modifier damage.

Werebear's Greataxe: You can wield your preferred weapon, the mighty greataxe, in one hand while in hybrid form, with your other claw as an off-hand weapon. You can't wield any melee or ranged weapon in the off-hand but you can use it to attack and grab enemies, or hold items. If used as a two-handed weapon in hybrid form, the greataxe deals +1 damage. In human/dwarven form the greataxe becomes a regular two-handed weapon. These special benefits don't apply to other axes or two-handed weapons.

Werebear Regeneration: You can use werebear regeneration as a free action.

Werebear Regeneration
Werebear Racial Power
Your injuries glow with pale silver light... and then begin to heal.
At-will - Healing
Free Action - Personal
Special: You must be bloodied to use this power.
Effect: Until the end of the encounter, or for as long as you are bloodied, you gain regeneration equal to your Constitution modifier (+2 at 11th level, +4 at 21st level). If you take damage from a silver weapon, the regeneration doesn’t function on its next turn.
You lose a healing surge every time the regeneration is initiated in an encounter. If all healing surges are used up, regeneration can't be initiated anymore.


FEATS

Bestial Claw Attack
Tier: Heroic (Level 1-10)
Prerequisite: Werebear
Description: Your natural claw attack improves to 1d8 + Strength modifier damage with a +3 Proficiency bonus. It also gains the High Crit property.

Ferocious Claw Attack
Tier: Heroic (Level 1-10)
Prerequisites: Bestial Claw Attack
Description: You gain a +1 feat bonus to attack and damage with your claws. This increases to +2 at 6th level, +3 at 11th level, +4 at 16th level, +5 at 21st level, and +6 at 26th level.

Ursine Rush
Tier: Paragon (Level 11-20)
Prerequisite: Werebear
Benefit: You gain a +1 feat bonus to speed in hybrid form and a +2 feat bonus to speed in bear form.

Ursine Crush
Tier: Paragon (Level 11-20)
Prerequisite: Werebear
Benefit: The damage from Bear Hug increases to Strength modifier.

10_Dwarven_Werebear_tn.jpg


Though they tend to be moody and easily agitated, werebears are the only good-aligned lycanthropes that are commonly known.

Play a werebear if you want...

  • to be lycanthrope
  • to be a strong, proud and moody beast
  • to fight like a bear
  • to be a lone warrior of the woods who on rare occasion teams up with adventurers who share your goals
Physical Qualities

Werebears in humanoid form (human or dwarf) tend to be relatively tall, stout, well-muscled, and hairy. Their brown hair is thick, and males usually wear beards. They may have reddish, blond, ivory, or black hair, matching the color of the ursine form. They dress in simple cloth, leather garments and a bear hide that merges or reappears during the shape changing.

In hybrid form, the werebear grows in size and looks more like a bear than a human/dwarf, and wields his greataxe with terrifying ease, interchanging with swift claw attacks.

Werebears fight just as bears do in animal form, charging into combat, using their natural claw attack and bear hug.

Werbears are born to werebear parents, and are raised by their mother in a remote lair deep in a wild forest. She teaches the young cub the mythical origins of the race, hunting and battle skills, and about their inherited duty to fight the evil beings of the forest. After leaving their mother's lair, they tend to live solitary lifes, except for mating. Some powerful werebears are leaders of small groups of brown, black, or cave bears. Natural bears respect werebears as superior beings, but they don't subordinate themselves to them. The werebear's home is typically a well hidden cave.

When visiting human or dwarven settlements, they hide their true nature and usually appear as hunters or warriors.

Lycanthropy is hereditary. Being bitten by a lycanthrope doesn't turn the victim into a lycanthrope. Werebears don't carry the much feared lycanthropy diseases like filth fever or moon frenzy because it's considered evil.

Most werebears live for 75 years or a little longer.

Playing a Werebear


Werebears are sometimes torn between their two natures, like other lycanthropes, but always feel at ease in the wilderness of cold forests. They get along well with good-aligned fey beings, even though they are not tied to the feywild themselves.

Like the bear being a natural striker, werebears prefer the barbarian or ranger class. It also gives them proficiency with their greataxe.

Werebears have a strong tendency towards lawful good alignment.



werebear4.jpg

(Please let me know your thoughts. I copied a lot of text from various websites, but I lost track whom to credit for it... please accept my apologies)
 
Last edited:

log in or register to remove this ad

I removed bear frenzy (a burst 1 attack) because too many class powers already have that, and it would be odd to allow him 2 encounter powers like this.
Instead I improved bear grab, where he deals small ongoing damage while grabbing a creature.
I also changed the regeneration. He now looses a healing surge when regeneration starts. Perhaps this is too much, but I like the idea of spending a healing surge on regeneration a lot.
I also replace CON + 2 with WIS + 2.
The STR/CON combo is just too much playing into the fighter/ranger/barbarian class.
WIS on the other hand supports nature skills etc. and benefits some ranger and fighter powers.
 
Last edited:

This is a really nice write-up.

I was about to reply that it was grossly overpowered but with the changes you just made (WIS instead of CON, only one power) it looks a lot better. In fact the regen power might be too weak, if it uses up a healing surge every round; you might clarify that using the power requires a healing surge up-front (I think it would be bad for a single party member to blow through all of his surges in one single encounter).

My only balance concern right now is the one-handed greataxe, which seems too strong. Without a shield it's not so bad, and it takes a small pile of feats to make the claw a viable weapon, but it looks like it's still possible for a TWF Ranger to hold a greataxe in both hands, which would be very wrong. As long as his off-hand is free, the 1H vs 2H of the axe is just flavor.

You might add Vulnerability 5 Silver (in addition to silver suppressing the regeneration). I doubt that it will come up very often, and it's not crippling when it does, so it would mostly be a flavor thing.

I also don't like the line about "must be lawful good," because I don't like that sort of restriction. "Werebears have a strong tendency towards lawful good alignment" gets the same idea across but allows people to "play against type" if they want.

-- 77IM
 

This is a really nice write-up.

I was about to reply that it was grossly overpowered but with the changes you just made (WIS instead of CON, only one power) it looks a lot better. In fact the regen power might be too weak, if it uses up a healing surge every round; you might clarify that using the power requires a healing surge up-front (I think it would be bad for a single party member to blow through all of his surges in one single encounter).

My only balance concern right now is the one-handed greataxe, which seems too strong. Without a shield it's not so bad, and it takes a small pile of feats to make the claw a viable weapon, but it looks like it's still possible for a TWF Ranger to hold a greataxe in both hands, which would be very wrong. As long as his off-hand is free, the 1H vs 2H of the axe is just flavor.

You might add Vulnerability 5 Silver (in addition to silver suppressing the regeneration). I doubt that it will come up very often, and it's not crippling when it does, so it would mostly be a flavor thing.

I also don't like the line about "must be lawful good," because I don't like that sort of restriction. "Werebears have a strong tendency towards lawful good alignment" gets the same idea across but allows people to "play against type" if they want.

-- 77IM

Thanks!

I softened the lawful good restriction and clarified the regeneration.
I hope it's clear now that a healing surge is lost only when the regeneration is initiated, not every single turn when regeneration takes place.
What will happen is that the werebear goes above bloodied, and regeneration stops. Once he is back into bloodied, and he wants regeneration, he has to spend another healing surge. It's a free action, so he can initiate it before his turn starts, and as often as he wants.
It makes it weaker than the fighter's level 2 utility, Boundless Endurance, because it's less regeneration, it stops when he is not bloodied, and he has to spend a healing surge to get it started.
I also clarified the greataxe. He can't wield two of them, and the benefit doesn't apply to any other weapon, like executioner's axe etc.
I don't want to add vulnerability. It's too much, and also doesn't match the lycanthropes from the MM.
I also changed Skill Bonus to +2 Nature, +2 Perception. Both are Wisdom based, and emphasize his natural beast qualities.
 
Last edited:


These powers are awfully specific. Bear form only allows weak claws and one specific weapon. Classes that use 2 weapons do not benefit, because having a big weapon in the main hand does not make up for having a very weak off-hand claw.
Basically the hybrid form is a +1 damage buff specifically for two-handed weapon builds and useless for other classes. I don't see any balance issue with just allowing weapons and heavy armor.

Monk: unarmed attack does not benefit from claws
Fighters: shield fighters can't benefit, great weapon fighters with axes tend towards con, but werewolf form requires dex for light armor.
Barbarian: +1 damage with greataxe
Rogue: cannot use most of its powers in beast form
Casters: mostly do not benefit
Paladin/Cleric: cannot use beast form due to heavy armor

Other races with alternate forms tend not to have restrictions on equipment (shifters). The druid on the other hand has equipment restrictions in 'wild form' because they are class specific restrictions. Race powers should try to keep many possible classes in mind.

It would be better to phrase the claws as a weapon rather than an attack. For example, a class that uses a non-strength score for melee attacks, or an attack that does not add any ability score bonus to damage, should not add str when an attack is made with the claws. Rangers would add str mod to damage with twin strike! You could simply say:
You may use your claws as a weapon in bear form. Claws have the off-hand property, a 1d6 damage die, and a +2 proficiency bonus. You may wield claws in any hand not holding or wielding another item.

Finally the regeneration is based only on Con, which again excludes many builds. Most racial abilities use a static number or allow the choice of a few ability scores. Those races that do reference a specific ability score usually use one that benefits from your race (ex tieflings and Cha).

Ursine rush:
+1 speed in hybrid form and +2 in bear form
You said hybrid is bear form in the above description
I think you mean +1 in human/dwarf form and +2 in hybrid form
 
Last edited:

Overall, this was much better than I expected from the title. Kudos for a solid work. But I agree with Erik, it is much too specific. Having one specific axe as a favored weapon is very narrow, natural attacks always keying of Strenth doesn't work well in 4E, denying heavy armor to a class that does not have a bonus to the light armor stats is very restrictive, the natural attacks are sub-par. Basically, as written, this only works for primal classes - which does fit the concept, but it would be better if it was more generally useful.
 

Trending content

Remove ads

Top