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PFS StandardWerecreature

Source Howl of the Wild pg. 76 2.0
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.

PFS StandardWerecreature Dedication Feat 2

Rare Archetype Dedication 
Source Howl of the Wild pg. 76 2.0
Archetype Werecreature
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 from the table below. 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.

Change Shape [one-action] (concentrate, polymorph, primal) Effect You transform into your hybrid or animal shape. Your equipment transforms with you and continues to provide bonuses, but your animal shape cannot use weapons, shields, or other held items and cannot use manipulate actions. You gain a movement speed, unarmed attacks, and potentially other abilities based on your werecreature type. These unarmed attacks are in the brawling group. You can Dismiss the effect to return to your humanoid shape, and you resume your humanoid shape automatically if you're reduced to 0 Hit Points.

Werecreature Types

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 feetJaws
Claw
1d8 piercing
1d6 slashing

Agile

Wereboar30 feetTusk1d8 slashingSweep
Werecrocodile25 feet, swim 15 feetJaws1d8 piercingGrappleYou can hold your breath for 2 hours in animal or hybrid shape.
Weremoose25 feetAntler1d8 piercingShove
Wererat25 feetJaws
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 feetJaws
Claw
1d8 piercing
1d6 slashing

Agile

Werewolf30 feetJaws1d8 piercingTrip


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.

PFS StandardAnimal Fleetness Feat 4

Archetype 
Source Howl of the Wild pg. 76 2.0
Archetype Werecreature
Prerequisites Werecreature Dedication

You're adept at using your animal shape's natural means of locomotion. While you're in animal shape, the Speeds granted by that shape increases by 10 feet.

PFS StandardBeastkin Resilience Feat 4

Archetype Primal 
Source Howl of the Wild pg. 76 2.0
Archetype Werecreature
Prerequisites Werecreature Dedication; beastkin

You've regained beastkin protections after becoming a full werecreature. You no longer gain silver weakness from Werecreature Dedication.

PFS StandardFeral Senses Feat 4

Archetype 
Source Howl of the Wild pg. 76 2.0
Archetype Werecreature
Prerequisites Werecreature Dedication

The eyes and noses of animals are naturally sharper than most humanoids. While in your hybrid or animal shape, you gain low-light vision and imprecise scent with a range of 30 feet.

PFS StandardAntler Rush [two-actions] Feat 6

Archetype Flourish 
Source Howl of the Wild pg. 76 2.0
Archetype Werecreature
Prerequisites Werecreature Dedication; weremoose
Requirements You’re in your moose or hybrid shape.

Stride twice. If you end your movement within your antlers' reach of an enemy, you can Disarm, Shove, or Strike with your antlers.

PFS StandardBear Hug [two-actions] Feat 6

Archetype 
Source Howl of the Wild pg. 77 2.0
Archetype Werecreature
Prerequisites Werecreature Dedication; werebear
Requirements You’re in bear or hybrid shape, and your last action was a successful claw Strike.

You hug your opponent. You make another claw Strike against the same target. If this Strike hits, the target is grabbed until the end of your next turn, unless you move or your target Escapes.

PFS StandardDeath Roll [one-action] Feat 6

Archetype 
Source Howl of the Wild pg. 77 2.0
Archetype Werecreature
Prerequisites Werecreature Dedication; werecrocodile
Requirements You are in your crocodile or hybrid shape and have a creature grabbed.

You corkscrew your body, twisting your victim. You attempt a jaws Strike against the grabbed creature, with a +2 circumstance bonus if you're fighting in water. If the Strike hits, you knock the creature prone; if it misses, they escape your grab.

PFS StandardEcholocation Feat 6

Archetype 
Source Howl of the Wild pg. 77 2.0
Archetype Werecreature
Prerequisites Werecreature Dedication; werebat

When you take the Seek action, you can use hearing as a precise sense with a range of 40 feet until the start of your next turn. You can also use this sense while you Search.

PFS StandardFearful Symmetry [one-action] Feat 6

Archetype Emotion Fear Mental Visual 
Source Howl of the Wild pg. 77 2.0
Archetype Werecreature
Prerequisites Werecreature Dedication; weretiger
Requirements You’re in hybrid or tiger shape and your last action was a critically successful Strike with your unarmed attack.

You attack with a feline grace as captivatingly beautiful as it is deadly. All enemies within 30 feet of the creature you critically hit must attempt at a Will save against your class DC. Enemies that fail their saves become frightened 1 and are fascinated with you for 1 round. Your hostile actions don't end this fascination, but those of your allies do. Regardless of the effects of the save, the creature is immune to Fearful Symmetry for 1 hour.

PFS StandardFeeding Frenzy Feat 6

Archetype 
Source Howl of the Wild pg. 78 2.0
Archetype Werecreature
Prerequisites Werecreature Dedication; wereshark

Your serrated teeth rip and tear at your prey. When you critically hit with your jaws Strike from Werecreature Dedication, your target takes 1d4 persistent bleed damage and you gain a +1 circumstance bonus to jaws Strikes against the target until the end of your turn. If you have scent as a special sense, it's a precise sense with double its normal range when locating creatures taking persistent bleed damage.

PFS StandardPack Attack Feat 6

Archetype 
Source Howl of the Wild pg. 78 2.0
Archetype Werecreature
Prerequisites Werecreature Dedication; werewolf

You have mastered techniques for hunting alongside your pack. Your Strikes deal an additional 1d4 precision damage to creatures within reach of at least two of your allies.

PFS StandardPlague Rat Feat 6

Archetype Curse Disease Primal 
Source Howl of the Wild pg. 78 2.0
Archetype Werecreature
Prerequisites Werecreature Dedication; wererat

Your bites carry a cursed infection. When you hit and deal damage to a creature with a jaws Strike while in hybrid or rat shape, the creature is cursed until the start of your next turn. Whenever they regain Hit Points during that time, they must attempt a Fortitude save against your class DC or spell DC, whichever is higher.

Success The creature regains Hit Points normally.
Failure The creature regains half the normal Hit Points.
Critical Failure The creature regains no Hit Points.

PFS StandardRushing Boar [reaction] Feat 6

Archetype Concentrate Emotion Mental 
Source Howl of the Wild pg. 78 2.0
Archetype Werecreature
Prerequisites Werecreature Dedication; wereboar
Trigger An attack from a creature that isn’t adjacent to you damaged you.
Requirements You’re in boar or hybrid shape.

You embrace the pain of the triggering attack, allowing it to drive you into a violent rush. You Stride in a straight line toward the triggering creature.

PFS StandardCornered Animal [two-actions] Feat 8

Archetype Flourish 
Source Howl of the Wild pg. 78 2.0
Archetype Werecreature
Prerequisites Werecreature Dedication
Requirements You are in animal or hybrid form and are flanked.

You become more dangerous when surrounded by enemies. You make unarmed Strikes against two different creatures flanking you. The attacks take a –2 penalty if the unarmed weapon is not agile. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both of them.

PFS StandardFeral Mending [one-action] Feat 8

Archetype Healing Primal 
Source Howl of the Wild pg. 78 2.0
Archetype Werecreature
Frequency once per hour
Prerequisites Werecreature Dedication; you were not afflicted with the curse of the werecreature
Requirements Your previous action was to Change Shape.

You can heal your wounds while reshaping your flesh. You regain 1d6 Hit Points for every 2 levels you have (minimum 1d6).

PFS StandardTerrifying Transformation [one-action] Feat 8

Archetype Visual 
Source Howl of the Wild pg. 78 2.0
Archetype Werecreature
Prerequisites Werecreature Dedication; you were afflicted with the curse of the werecreature

Your flesh tears and warps as you transform. Attempt Intimidation checks to Demoralize each enemy within 30 feet. This Demoralize loses the auditory trait and gains the visual trait, and you don't take a penalty if a creature doesn't understand your language. Regardless of the results of your checks, each creature is temporarily immune to Terrifying Transformation for 1 minute.

PFS StandardYou Don't Smell Right Feat 8

Archetype 
Source Howl of the Wild pg. 78 2.0
Archetype Werecreature
Prerequisites Werecreature Dedication

You can sniff out fellow werecreatures and master impersonators alike. You gain scent as an imprecise sense with a range of 30 feet or extend the range of your scent by 30 feet. When a creature that's transformed into another form or is Impersonating a specific creature passes within range of your scent ability, the GM rolls a secret Perception check for you to realize that the creature is transformed, even if you didn't spend an action to Seek. When you actively Seek a creature within range of your scent, you gain a +2 circumstance bonus to your Perception check to determine if it's disguised.

PFS StandardDire Growth [two-actions] Feat 10

Archetype Primal 
Source Howl of the Wild pg. 78 2.0
Archetype Werecreature
Prerequisites Werecreature Dedication; your animal shape is not Small

You transform into a primal reflection of your animal shape. If you aren't already in your animal shape from Werecreature Dedication, you Change Shape into it. As long as you stay in animal shape, you have the effects of enlarge.

PFS StandardFeral Lunge [one-action] Feat 10

Archetype Flourish 
Source Howl of the Wild pg. 78 2.0
Archetype Werecreature
Prerequisites Werecreature Dedication; your animal shape grants a fangs or jaws unarmed attack
Requirements You’re in hybrid or animal shape.

You spring on an unsuspecting opponent, tearing at them with your teeth. You Stride up to 10 feet and make a jaws Strike at the end of that movement. If you began this action hidden, you remain hidden until after this Strike. If you have a fly or swim Speed, you can Fly or Swim up to 10 feet instead of Stride.

PFS StandardFeral Scramble [two-actions] Feat 10

Archetype 
Source Howl of the Wild pg. 79 2.0
Archetype Werecreature
Prerequisites Werecreature Dedication; your animal shape grants a claw unarmed attack
Requirements You’re in hybrid or animal shape.

Sinking your claws in, you propel yourself at shocking speed. You Climb up to your land Speed and make a claw Strike at any point during that movement. After you finish the movement, attempt an Athletics check against the surface's Climb DC.

Success You maintain your position.
Failure You slide down 60 feet or to the ground without taking falling damage.

PFS StandardFeral Toss [two-actions] Feat 10

Archetype Flourish 
Source Howl of the Wild pg. 79 2.0
Archetype Werecreature
Prerequisites Werecreature Dedication; your animal shape grants an antler, horn, or tusk unarmed attack
Requirements You’re in hybrid or animal shape.

You hurl foes away with a shake of your head. You Strike with your antler, horn, or tusk. If you hit and damage a creature of your size or smaller, push it 5 feet from you (10 feet on a critical hit). This is forced movement.

PFS StandardTouch of Lunacy Feat 10

Archetype Curse Morph Primal 
Source Howl of the Wild pg. 79 2.0
Archetype Werecreature
Prerequisites Werecreature Dedication

In moments of viciousness, your curse can partially infect your prey. Whenever you critically succeed with an unarmed attack from the werecreature archetype, the target must attempt a Fortitude save against the higher of your class DC or spell DC, or become clumsy 2 until the beginning of your next turn as their bones elongate and form warps. On a critical failure, the target is also clumsy 1 for one minute as the transformation lingers.

PFS StandardPouncing Transformation [one-action] Feat 12

Archetype Flourish 
Source Howl of the Wild pg. 79 2.0
Archetype Werecreature
Prerequisites Werecreature Dedication; your animal shape has a land Speed only

By transforming as you move, you attack from odd angles. You Change Shape or Dismiss the change then Stride. Any creature adjacent to you at the end of your movement is off-guard until the end of your turn and is then temporarily immune for 1 hour.

PFS StandardShared Tide [two-actions] Feat 12

Archetype 
Source Howl of the Wild pg. 79 2.0
Archetype Werecreature
Prerequisites Werecreature Dedication; your animal shape has a swim Speed

You Swim up to twice the normal distance. Any ally you pass within 30 feet of during that movement gains your swim Speed until the beginning of your next turn.

PFS StandardUndying Beast Feat 12

Archetype 
Source Howl of the Wild pg. 79 2.0
Archetype Werecreature
Prerequisites Werecreature Dedication

You can be injured by non-silver sources but recover with staggering speed. When you are reduced to 0 Hit Points by non-silver damage and don't immediately die from a death effect or a high dying value, you stabilize immediately afterward. You gain the wounded condition as normal.

PFS StandardWings of the Moon Feat 12

Archetype 
Source Howl of the Wild pg. 79 2.0
Archetype Werecreature
Prerequisites Werecreature Dedication; your animal shape has a fly Speed

You can stay aloft with Fly normally when using the fly Speed from your animal shape, letting you fly long distances without breaks.

PFS StandardRapid Hybridization [free-action] Feat 14

Archetype 
Source Howl of the Wild pg. 79 2.0
Archetype Werecreature
Prerequisites Werecreature Dedication
Trigger You roll initiative.

When danger threatens, your instincts kick in, and you can assume a different shape at a moment's notice. You use Change Shape to enter your hybrid shape.

PFS StandardScarred Hide Feat 14

Archetype 
Source Howl of the Wild pg. 79 2.0
Archetype Werecreature
Prerequisites Werecreature Dedication

Your hide is an impenetrable mass of scars, accrued over countless bloody conflicts. When in your hybrid or animal shape, you gain resistance to non-silver slashing damage equal to half your level.

PFS StandardForce of Nature Feat 16

Archetype Healing Primal 
Source Howl of the Wild pg. 79 2.0
Archetype Werecreature
Prerequisites Werecreature Dedication

You're a nigh-unstoppable killing machine, with only silver able to quell your rampage. When in hybrid or animal shape, you gain fast healing 5. If you take damage from a silver weapon, your fast healing deactivates until the end of your next turn.