Hamramr

Hamramr

Level XP HD Special Strain Dice
1 0 1d6 Shapeshift (lesser) d4
2 2,500 2d6 d4
3 5,000 3d6 d4
4 10,000 4d6 Shapeshift (daytime) d6
5 20,000 5d6 Shapeshift (greater) d6
6 40,000 6d6 d6
7 80,000 7d6 Mighty roar (1/day) d6
8 160,000 8d6 Healing change d8
9 320,000 9d6 d8
10 480,000 9d6+2 Mighty roar (2/day) d8
11 640,000 9d6+3 d8
12 800,000 9d6+5 d8
13 960,000 9d6+6 Mighty roar (3/day) d10
14 1,120,000 9d6+8 d10
15 1,280,000 9d6+9 d10
16 1,440,000 9d6+11 Mighty roar (4/day) d10
17 1,600,000 9d6+12 d10
18 1,760,000 9d6+14 d12
19 1,920,000 9d6+15 Mighty roar (5/day) d12
20 2,080,000 9d6+17 d12

The Hamramr are individuals gifted, or perhaps cursed, with the innate ability to shed their human form and take on the guise of animals.  This is not mere illusion, but a deep, physical transformation, often accompanied by a primal fury or cunning instinct.  They are conduits between the civilized world and the raw, untamed wilderness.

Hamramr characters are often intense, primal, and may feel a disconnect from conventional human society; in fact, those who know they are a Hamramr react with -4 on reaction rolls.  They might be quiet observers, or prone to sudden, explosive bouts of animalistic rage.  Their connection to their animal forms can influence their personality.

A Hamramr’s prime requisites are strength or constitution, in which they must have at least a 14 in each as well as a 12 in wisdom.  Hamramr with 16-17 in both strength and constitution get a +5% bonus to earned experience; having 16-18 in one and 18 in the other gives a +10% bonus.  Hamramr fight as a thief and save as a magic-user.  Hamramr may use light armor and shields in human form, as well as wielding daggers, spears, staves and clubs as weapons.

Hamramr are sensitive to silver and take an additional 1d4 points of damage from silver weapons.  They can handle silver in human form, but it is painful and if contact with the skin is maintained over several minutes it will begin to burn the skin.

Special abilities

Shapeshift (lesser):   the Hamramr may change form into a natural animal, assuming its natural abilities, weapons (claws, bites, etc) and armor class.  They keep their hit points and hit as they do in human form.  The transformation takes one round and they maintain this form for 1d4, plus one round per level; they may not return to their human form until the end of this time.

  • The form they choose cannot be greater in hit dice than their level.
  • They must perform the transformation skyclad, and only at nighttime.
  • Upon transformation, the Hamramr rolls their strain die, which uses the usage die mechanic.  If a 3+ is rolled then the transformation takes place as expected; on a 1-2 the Hamramr fails to exert the influence to change and the strain die decreases by one type as per a usage die.  The strain die is refreshed after 8 hours of rest.

Shapeshift (daytime):   The Hamramr may now transform during the daytime, otherwise as per Shapeshift (lesser).

Shapeshift (greater):   The Hamramr’s clothing and equipment transform with them and return when taking human form again; magical bonuses or effects of their equipment do not apply in animal form.  Otherwise as shapeshift (lesser).

Healing change:   The Hamramr is healed 1d6 HP upon transforming back to their human form.

Mighty roar:   The Hamramr may let out a mighty roar of the beast within that shakes all enemies within 60’ who hear it.  They must save versus petrification or be affected by Fear.  Opponents that are immune to fear effects or have more HD than the Hamramr are unaffected.


Q:   What do you call a Viking that’s lost both eyes?
A:   A Vkng