Talk:Werepyre (3.5e Race)

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Input[edit]

Well, I suppose I could spare some input. Most of the flavor as of yet reads a little... sparse. I found myself wondering about their "far heritage" as mentioned under Physical Description (which is finally mentioned/explained under the Racial Traits). As to the flavor itself, some of it also reads a bit awkwardly (mainly the Physical Description, which tries to be clinical and cover the bases of what they look like, but comes off with run-on sentences).

As for the mechanics of the race itself, there is a lot going on in just the few abilities that they have. Lunacy seems like it would be cool, but really doesn't mean much in the long haul, and I imagine is mostly more for flavor. Perhaps you should consider beefing up the bonus granted to both Intelligence and Strength on their respective cycles to get more use out of the ability. A +4 strength a few days of the month might entice players to look past the +2 LA, when otherwise, all they get is some damage reduction and a Rage if they get really wounded. Which brings me to Blood Rage... so like at 5 HD, he would have Fast Healing 5 till the end of the encounter... this is really rather broken. Since it has no limit other than the encounter, and no limitations to the number of days this can happen, it seems like that he could just get wounded to heal himself. Perhaps limit the Fast Healing to 0.5 ½ HD or even just a flat fast healing rate. Consider that gaining a permanent Fast Healing 3 is an epic feat for comparison. Also, do they gain any other effects/benefits/powers related to raging, or is the Fast Healing it?

Overall, there is some formatting stuff (adding in links and whatnot) and a few spelling errors that should be easy to find.

In conclusion, you got some work to do, but its got potential, keep at it. --Ganteka 23:22, 7 February 2009 (MST)

Thanks for the input --18:36, 25 March 2009 (MDT)Warboss
Well, I got some more input here. I'd suggest shooting for LA1 instead of LA2. with an overall +2 on the ability score modifiers, Damage Reduction (which is gonna be most handy at low levels when he lacks the HD of his companions and it matters the most), Lunacy, Darkvision, Blood Rage and Survival as a class skill, its not a whole lot (especially with Light Sensitivity). In a typical DnD setting, the Full Moon (and New Moon) lasts for 3 days, and you should probably mention that instead of the variant to avoid confusion. Also, Vampires being moon dependent?...Which brings me to Blood Rage. This ability still rubs me the wrong way. It seems to fail to do what it is intended to do, and that is automatically kick in a healing boost when the character gets injured. Instead, it might just as well be fast healing all the time (which would really boost your LA). Consider something like this version instead:
  • Blood Rage (Ex): After taking lethal damage, once a day on his turn, he may enter a Blood Rage, gaining a +2 bonus on Strength and Constitution. Additionally, he gains fast healing equal to his Constitution modifier (minimum of 1). His Blood Rage lasts for a number of rounds equal to 3 + his (newly improved) Constitution modifier.
Limiting the uses per day (though, you might want to grant additional uses per day, like 1 extra use at 5th, 10th, and 15th levels or something if you want to keep the LA2) keeps the power of the ability in check.
Also, I still really don't get the connection with vampires and werewolves leading to the creation of this race. I mean, one is cursed by an evil magical disease, and the other is undead...in addition, it makes little sense how those bloodlines would lead to the race with the culture that it has. Just a suggestion, but you might want to downplay their bloodlines in favor of some other reason to why they exist, since I imagine they are offshoots of humans, which isn't really mentioned, since vampire and lycanthrope are templates that can be applied to a wide variety of creatures. Overall, the race doesn't feel as thought out as it should. Show it to other people in your gaming group and see what they have to say about it.
Additionally, Random Starting Ages should be random, rather than set ages, and also not start below adulthood. Also, OutlaWarboss, sign your comments with --~~~~ (it automatically converts to your signature upon saving the page). --Ganteka 11:43, 29 March 2009 (MDT)


You literally are the worst at making anything. You do not spellcheck, you steal and re-use, you don't bother to hide it.(I.E. The damphir) you seem to not understand the fundamental idea of D&D. You have made a LA+150 or 1500 not 15. You state that the race may change their physical scores however they want whenever they want, they may choose to not die and on the top of it all they gain a +5 bonus to STR, CON, DEX every year they are alive. They become mature at 150 so this literally means that a starting char has 750 to their phys stats. You sir/ma'am are a menace to this society of homebrewers and I hope bad things happen to you because of your blatant wrecking of a game by using mechanics you stole from other races that you brutalized and mugged in a dark alleyway with a pipe. You should never be allowed to look at a D&D book without supervision and definitely should never be allowed to use your "ideas" that are so obviously stolen and twisted into something obscene. May your pantheon have mercy on you. I wish I honestly never read any of this, and anyone who thinks this can be salvaged into anything remotely useful or somewhat resembling a race they, like this page, should be fed to the tarresque. --Artix Von Kreiger (talk) 22:23, 22 December 2017 (MST)

Special Abilities Overviews[edit]

Quick note; Sp means Spell-like, Su means Supernatural and Ex means Extraordinary. None of the abilities you have noted with Sp are Spell-like, instead most of them are Su. Change all abilities noted to be a Sp to Ex. --TK-Squared 08:41, 25 March 2009 (MDT)

Thanks I didn't notice that I forgot to change them to Ex. --18:36, 25 March 2009 (MDT)Warboss
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