Help with creating a lycanthrope character. [Archive] - Wizards Community

Post/Author/DateTimePost
SGT_CRUNK

01-15-08, 10:29 PM
i need help with creating a lycanthrope character. It really confuses me when i try to create one. Can someone please help?
Kelb_Havoc

01-16-08, 02:54 AM
Before I give any advice, make sure it's okay by your DM, then give me and anyone else that want's to help a little more info on what you wanna do with the character. Which role in the party do you want to play? What were-animal do you want to be? What level are you starting at? etc etc....
SGT_CRUNK

01-16-08, 06:44 AM
My DM did ok it. She's going to be a wolf lycanthrope. Character class druid. He said find out which level a she's suppose to start out at.
WhiteSatyr

01-16-08, 10:26 AM
Search the wizards site for the savage progression articles, everything you need is there.
Also, play a natural lycan, those control shape checks are very hard at low levels!
SGT_CRUNK

01-16-08, 06:24 PM
I'm kinda new to the site. So where would i find the articles?
BugHunter

01-16-08, 08:21 PM
I'm kinda new to the site. So where would i find the articles?

Here is the link to the savage progression articles. Were-wolves are aligned as evil this could be a problem if the party is good.

http://search.atomz.com/search/?sp-q=savage+progression&sp-a=sp10025a73&sp-p=all&sp-f=ISO-8859-1&sp-k=Dungeons+and+Dragons
Pudge_is_cute

01-16-08, 08:49 PM
I am not sure but you can ask the D.M for you to be either neutral or good aligned if it fits....

Advice:

1. Watch "spices and wolf" in youtube for more fun of being a lycanthrope

2. DO NOT WEAR A COLLAR!!!

3. Eat the enemies liver for more fun.:P
happy_fuzzy

01-17-08, 12:01 AM
Just some general advice,
try to avoid casters with most pretty high +ecl templates and druid in particular simply because the werewolf's hybrid/animal form doesn't stack with wildshape so you are losing casting and one of your main class abiltiies.
Pudge_is_cute

01-17-08, 02:27 AM
Wait, if you are in full plate armor and failed your control shape thingy, does that mean you change shape inside the armor thus result to something nasty(too small armor, suffocation, etc...)?

So it will be better if you are just wearing leather or cloth armor right?
Kelb_Havoc

01-17-08, 04:15 AM
A natural werewolf with 1 class level (ie: werewolf druid1) is a level six character for the purposes of determining xp for encounters and the party's average level. That said, druid (or any other spellcasting class) is a poor choice for any lycanthrope. since you lose a minimum of 3 lvls of spellcasting progression (for a 1HD base animal on an afflicted lycanthrope) and in your case 5 lvls of progression (2HD base animal on a natural lycanthrope). If that's not a great concern for you, then by all means make your character and enjoy. As for help, what is it you're having trouble figuring out?
metalmayhem80110

01-18-08, 02:55 PM
Ummm, I can't stress this enough...

Don't play a lycanthrope caster...

Your spells with be, well worthless....

If anything go barbarian and start to do a high damage output build.
Ecalsneerg

01-18-08, 08:03 PM
A Druid Werewolf (Afflicted) is ECL 5, and a bit pants
Druid 5 has wild shape, and can turn into a wolf anyway
BugHunter

01-18-08, 08:45 PM
Wait, if you are in full plate armor and failed your control shape thingy, does that mean you change shape inside the armor thus result to something nasty(too small armor, suffocation, etc...)?

So it will be better if you are just wearing leather or cloth armor right?

You would change shape and anything that cann't be worn or carried in the new form falls to the ground. This is covered in the RC page 24.
Neutronium_Dragon

01-18-08, 11:11 PM
If you *really* want to play a werewolf spellcaster then I'd suggest using something like the Curse of the Moon ( http://www.seankreynolds.com/skrg/products/005COTM/ ) variant rules for lycanthropes, since they actually make it practical; CotM uses a feat-based approach to the abilities so you don't get saddled with the massive ECL, which cripples spellcasters (and for that matter, many other classes).

It's worth noting that the "Always Chaotic Evil" alignment is officially loosened in both official settings (FR and Eberron), and the current trend generally is to downplay alignments. With lycanthropes in particular, a lot of people dislike the "bears are good, wolves are evil," trope, which is utterly arbitrary to begin with. There's no balance issue involved in changing it to something else, or having groups of non-evil werewolves in a setting.
FrostWolf

01-19-08, 12:48 AM
:) DON"T PANIC. :)

Just like everyone else, I recommend the savage progression (It helped me learn lycanthropy), and to avoid any caster class. Now then, melee classes will work well for you, as your werewolf abilities are suited for melee and the melee classes will help with your low BAB (Base Attack Bonus). Fighter and Barbarian will get you the most hit points, while ranger has a lot of synergy with lycanthropy.

You may want to take a prestige class at some time. Warshaper (Sorry, I don't remember what book it is in) is a good one, and I like Elemental Warrior (Planar Handbook) as both of them are easy to get into and will help you in any form. Now, so long as you don't change size (Like a gnome turning into a werewolf, or a human into a were tiger), your armor will not break. I do believe that the new rules say it will meld into your body. If your DM chooses for this to NOT be the case, I have a few tricks if you need them.

Your going to want to get your hands on two books. Arms and Equipment Guide, and Magic Item Compendium. Magic Item Compendium has a charm that you clip onto a piece of equipment to keep it from melding into your body (this way you still get it's effects), and Arms and Equipment Guide has a few weapons that when the DO meld into your body, give a bonus to your natural attacks.

Lycanthropy is hard to learn, but is very rewarding when you get the hang of it. Just take it slow and easy and you'll get it. ;) :) :cool:
Ecalsneerg

01-19-08, 09:21 AM
Warshaper (Sorry, I don't remember what book it is in) is a good one,
Complete Warrior

I have to second this one. You get an array of abilities while in hybrid/animal form, such as fast healing, increased damage and longer reach. It's only got 3/4 BAB, but that's offset by the fact one class feature grants +4 to Strength and dex in your alternative forms.
BugHunter

01-19-08, 12:34 PM
:) form. Now, so long as you don't change size (Like a gnome turning into a werewolf, or a human into a were tiger), your armor will not break. I do believe that the new rules say it will meld into your body. If your DM chooses for this to NOT be the case, I have a few tricks if you need them.

The new rules state all items that can not be used in the new form falls to ground at your feet.
Fenrir_Greyback

01-20-08, 07:24 PM
I personally wouldn't advise playing a werewolf. I mean, it has a serious cool factor, but other than that it's not particularly impressive. If you DM'll let you, I'd go with a weretiger. If he won't let you do that, (and I can see why he wouldn't) go wererat. What base race were you considering? Personally I'd play an elf. In hybrid form (which you can assume at will [basically just stay in it all the time unless you have use for the dire rat form]) you have a total of +8 to dex, with no drawbacks except LA. Play a rogue, and at higher levels take a dip of fighter or barbarian, then start using the shadow hand fighting stance from the ToB. I believe it eventually lets you apply Dex to damage.

Spiked chain with wep finesse feat and a short sword for grappling combat. Also a longbow.
SGT_CRUNK

01-20-08, 07:24 PM
Thanks guys these have helped alot.
narack

01-21-08, 08:11 AM
In the latest Knowledge Arcana issue from last weak there is a lycan which wear an amulet that give him full control shape, but it's only meant for good align lycan's.

I started making up a Barbarian WereBear last week end. turned out 8,9,11,11,15,16. a bit low stats so i asked by bro to roll again for me while i'm filling the feat's. 12,13,16,18,18,18. From now on he will roll all my npc's :D.

From that appart, the build is kind of though when coming to skill and feats. i only used the Monster Manual 1, basing on the stat they give as the base and the shaped one, it gain like +16 str and also received some bonus to dex/con. the HD are pretty high on the bear version. 1d8 + (don't remember) + 6d8 + 30. that's 7HD, and they are saying to take accordingly feats and skills base on those 7HD. Skill they say 2+int + 1 which is 4 for me (12 int) so 4 * 7 = 28 skill + the barb skills. It's seems crazy but that's what the book is saying and the feats. 7HD = 1HD,3HD,6HD = 3 feat's + Barb feats. So that's the part i'm having issue. It's seems to high to have only a +2 adjustment. i came up to have same number of feat than a fighter of the same level. i got 7 as a 7th barb. but i have +2 LA so i should compare against level 9 fighter. so he would have 9 feats. 2 feat difference.