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Lycanthropy

Discussion in 'Dungeons & Dragons + Other RPGs' started by Ilmater's Suffering, Feb 28, 2006.

  1. Ilmater's Suffering Gems: 21/31
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    I've been trying to put together a PC, Ulgar Wolfsblood, a chaotic evil werewolf barbarian, but I don't know what book deals with lycanthropy and character creation of a lycanthrope. I doubt I have the money right now to by any more books, but at least this way I can add that book to my currently list (which is going to be costing me an arm and a leg). The Races of Faerun may deal with lycanthropes.... another case of me not remembering as I was more interested in other races within (namely the template for a PC yuan-ti pureblood)

    [ February 28, 2006, 18:55: Message edited by: Taluntain ]
     
  2. raptor Gems: 16/31
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    Monsters Manual 1

    Have lychantropy and details on how to create tehm as player characters, combined with level adjustments...
     
  3. Maurolava

    Maurolava Neither to go back, nor to take impulse Veteran

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    Hey Ilmater, do you want the template for your werewolf, I could post it here if you need it!!
     
    Last edited by a moderator: Jun 16, 2012
  4. Ilmater's Suffering Gems: 21/31
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    Thanks Maurolava. Don't need to rush yourself, Ulgar is one of those who slaughters innocents to honor his god (he's usually follows Malar) among other horrid acts and that makes him hard for me to RP in most standard campagains. His low intelligence and high level of bloodlust does make him particularly to a fallen nephilim of mine who uses as attack dog which she has leashed. I suppose he's really a henchman, so not need to take anymore time then you want to get me the template for him.
     
  5. raptor Gems: 16/31
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    What books do you have then ?

    Players Handbook i asume, seccond book i would have picked up would be Monsters Manual 1, so why dont you have it ? IT contain nearly every monster you have ever heard of. the MM2 and MM3 have mostly those random monsters you never really was interestedin in the first place (with a few notable exceptions).
     
  6. Ilmater's Suffering Gems: 21/31
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    I've got the Player's Handbook, Aasimar and Tieflings, Slayer's Guide to Yuan-Ti and Slayer's Guide to Undead. I haven't had the cash to pick up the more expensive DM related books and I hadn't needed them in the past. My orignal two characters where a human barbarian and a half-elf rouge, the player's handbook covered everything I needed for the two. I didn't really need the monster manual because I never took care of the NPC side of things.
     
  7. raptor Gems: 16/31
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    I have never used the "slayers guide" books, but using PHB and MM1 you can make pretty much any sort of character you would want for.

    I think you would have been better of with MM1 than those slayerbooks. MM1 have 90% of the monsters you wil ever wonder about, and those that are usable as playercharacters, is listed there, with descritions how to make them characters.

    Making anything but human, halfelf, halforc, elf, dwarf, gnome, halfling without MM1 is a nightmare and next to imposible.

    There is a reason why its a "CORE" book.
     
  8. Maurolava

    Maurolava Neither to go back, nor to take impulse Veteran

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    Well, I actually found 3 seperate table for Lycanthropy, and is kind of LONG :D but here is for you Ilmater; hope it helps.

    [In case you want the link:

    WoTC Link

    - dmc]


    ______________________________________________________________________
    A character who chooses to keep his lycanthropic curse can progress in the werewolf template class to gain werewolf abilities. This template class can also be used by natural werewolves who wish to start play at lower levels and develop their powers, or for characters who somehow acquire this form of lycanthropy from another source.

    This template class can be taken only by a lycanthrope who is aware of his condition, whether because he was born a werewolf or because he realizes that he is afflicted with lycanthropy. Any ability noted as applying to all forms is available to the werewolf in his natural, hybrid, and animal forms, but not forms acquired via polymorph or other means.

    Each lycanthrope template class has three levels, but only natural lycanthropes can take all the levels it offers. An afflicted lycanthrope can take only 1st and 2nd levels in the class, since his level adjustment is +2 instead of +3.

    Lycanthrope template classes also follow special rules relating to the benefits such characters acquire from their animal natures. The template allows for a level adjustment of +3 (or +2 for afflicted lycanthropes), but that value does not include the Hit Dice from the lycanthrope's animal form. So while a 1st-level human natural werewolf warrior (as presented in the Monster Manual) has a level adjustment of +3, his ECL is actually 6 -- 1 from his warrior Hit Die, +3 from the template, +2 for his wolf Hit Dice.

    Thus, in addition to the levels offered via the appropriate lycanthrope template class, each kind of lycanthrope also has a separate (optional) class progression for his animal abilities. Essentially, a character progressing as a lycanthrope multiclasses into the template class and can also multiclass into the appropriate animal class if desired.

    The animal class is entirely optional. No would-be lycanthrope is required to take it, but doing so is an advantage, since a character without it is weaker than other lycanthropes of the same type. Taking levels in the appropriate animal template class gives the character the animal's Hit Dice and hit points (in all forms), saving throw bonuses (in all forms), skill points (in all forms), racial skill bonuses (in all forms), conditional skill modifiers (in animal form), ability score modifiers (in hybrid or animal form), natural armor bonus, and special attacks (such as the wolf's trip). Levels in the animal class may be taken at any point after the character takes one level in the lycanthrope template class. He is also free to take levels in other classes between levels of the template class and the animal class, as desired. The animal class, like the template class, does not count when determining whether a character takes an XP penalty for multiclassing.

    Werewolf

    An afflicted werewolf that is cured of lycanthropy (as described in the Monster Manual on page 178) immediately loses all werewolf template class levels and wolf class levels (if any). These levels cannot be restored with restoration or similar magic; they are simply gone. Most lycanthropes that do not wish to lose their lycanthropy in this way deliberately fail their saving throws against the spell in order to prevent this traumatic change.

    The werewolf template class can also be used for werewolf lords. The only difference is that a werewolf lord must use Table SP-18 for advancement, while a normal werewolf uses Table SP-17.

    Table SP-16: The Werewolf Template Class

    Level CR Special
    1st +1 Wis +2, natural armor +2, alternate form (wolf), low-light vision, shapechanger subtype, werewolf feat (Track)
    2nd +1 Alternate form (hybrid), wolf empathy, damage reduction (5/silver), werewolf feats (Iron Will, Weapon Focus [bite])
    3rd +2 Curse of lycanthropy, damage reduction (10/silver)

    Werewolf Template Class Features

    All of the following are class features of the werewolf template class.

    Ability Score Changes: The indicated ability score increases or decreases by the amount noted. These changes are cumulative.

    Natural Armor Improvements: At 1st level, the werewolf's natural armor bonus increases by +2. A character who does not normally have a natural armor bonus (such as a human) is considered to have an initial natural armor bonus of +0 for the purpose of this ability. Thus, a human's natural armor bonus would increase to +2 at 1st level. These changes are cumulative. The werewolf also gains additional natural armor increases in hybrid or animal form from the animal class.

    Alternate Form (Su): At 1st level, the werewolf can take the form of a wolf, and he undergoes this change involuntarily on the nights of the full moon or in times of stress, as described in the Monster Manual. Unless the werewolf is a natural lycanthrope, he does not automatically have control over this ability and must attempt a Control Shape check to intentionally change form or to resist an involuntary change. For an afflicted lycanthrope, Control Shape is a class skill for all classes as well as racial Hit Dice, if any. Natural lycanthropes have full control over when they change shape and do not need to take ranks in this skill. Changing form is a standard action that can be attempted once per round.

    A werewolf character who is aware of his condition retains his identity and does not lose control of his actions when he changes. Each time he involuntarily changes to his animal form, however, he must make a Will save (DC 15 + number of times he has been in animal form) or permanently assume the alignment of his lycanthrope kind (chaotic evil for werewolves) in all forms. Any voluntary change to wolf or hybrid form immediately and permanently changes the character's alignment to chaotic evil.

    Until the character has taken one or more levels in the optional wolf animal class (see Wolf Abilities, below), changing shape to wolf form does not give him the abilities of a wolf -- he simply is able to take that creature's shape, as if he had a perfect disguise. Since this ability is of limited use, most characters taking levels in the werewolf template class choose to take levels of the wolf class as well in order to gain the full abilities of their animal forms.

    At 3rd level, the werewolf can assume a hybrid form -- a shape between his humanoid and his wolf forms. As with the wolf form, this change is purely cosmetic unless the character has taken the wolf class to gain the appropriate abilities.

    Low-Light Vision (Ex): A 1st-level werewolf gains low-light vision.

    Shapechanger Subtype (Ex): At 1st level, the werewolf gains the shapechanger subtype.

    Werewolf Bonus Feats: At 1st and 2nd level, the werewolf gains the feats indicated on Table SP-16 as bonus feats, assuming that he doesn't already have them. If the werewolf doesn't meet the prerequisites (if any) for a bonus feat, he gains the feat but cannot use it until he does meet the prerequisites.

    Wolf Empathy (Ex): Starting at 2nd level, a werewolf in any form can communicate and empathize with normal or dire wolves. This ability gives him a +4 racial bonus on checks made to influence the attitude of such creatures. It also allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."

    Damage Reduction (Ex): At 2nd level, the werewolf gains damage reduction 5/silver. At 3rd level, a natural lycanthrope gains damage reduction 10/silver. An afflicted lycanthrope's damage reduction does not improve beyond 5/silver.

    Curse of Lycanthropy (Su): At 3rd level, a natural werewolf can infect other creatures with lycanthropy. Any humanoid or giant hit by the bite attack of a werewolf in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. Afflicted lycanthropes do not transmit lycanthropy.

    Table SP-17: The Wolf (Lycanthrope) Class

    Class
    Level Hit
    Dice Base
    Attack
    Bonus Fort.
    Save Ref.
    Save Will
    Save Skill
    Points Special
    1st 1d8 +0 +2 +2 +0 2 + Int mod. Str +2, Con +2, natural armor +2, wolf abilities, bite
    2nd 2d8 +1 +3 +3 +0 2 + Int mod. Dex +4, Con +2, scent, trip

    Wolf Animal Class Features

    All of the following are class features of the wolf class.

    Ability Score Changes: The indicated ability score increases or decreases by the amount noted. These changes are cumulative.

    Natural Armor Improvements: At 1st level, the character's natural armor bonus increases by +2. A character who does not normally have a natural armor bonus (such as a human) is considered to have an initial natural armor bonus of +0 for the purpose of this ability. Thus, a human's natural armor bonus would increase to +2 at 1st level. These changes are cumulative.

    Wolf Abilities (Ex): Upon taking a level in the wolf animal class, the character gains the animal's Hit Dice (in all forms), base attack bonus (in all forms), base saving throw bonuses (in all forms), ability score modifiers (in hybrid and animal forms), skill points (in all forms), and natural armor bonus (in hybrid and animal forms), as well as the special abilities indicated on Table SP-17.

    In wolf form, the werewolf's speed changes to 50 feet. Class skills for the wolf racial Hit Dice are Control Shape, Hide, Listen, Move Silently, Spot, and Survival.

    Bite: The wolf animal class gives the werewolf a bite attack in his animal and hybrid forms. The bite is a natural weapon that deals 1d6 points of damage.

    Scent (Ex): As a 2nd-level wolf, the character gains the scent ability in all forms.

    Trip (Ex): A werewolf in hybrid or wolf form that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

    The Werewolf Lord

    A character can take levels in the dire wolf animal class only if he is a natural or afflicted werewolf lord. Because of the size restrictions on lycanthropy, only Medium, Large, or Huge creatures can become werewolf lords.

    Table SP-18: The Dire Wolf (Lycanthrope) Class

    Class
    Level Hit
    Dice Base
    Attack
    Bonus Fort.
    Save Ref.
    Save Will
    Save Skill
    Points Special
    1st 1d8 +0 +2 +2 +2 2 + Int mod. Str +2, Con +2, natural armor +2, wolf abilities, bite
    2nd 2d8 +1 +3 +3 +3 2 + Int mod. Dex +4, Con +2, scent, trip
    3rd 3d8 +2 +3 +3 +3 2 + Int mod. Str +2, natural armor +1
    4th 4d8 +3 +4 +4 +4 2 + Int mod. Str +2, Large, dire wolf bonus feat (Run)
    5th 5d8 +3 +4 +4 +4 2 + Int mod. Str +4, dire wolf skills
    6th 6d8 +4 +5 +5 +5 2 + Int mod. Str +4, Con +2, dire wolf bonus feat (Alertness)

    Dire Wolf Animal Class Features

    All of the following are class features of the dire wolf class.

    Ability Score Changes: The indicated ability score increases or decreases by the amount noted. These changes are cumulative.

    Natural Armor Improvements: At 1st level, the character's natural armor bonus increases by +2. A character who does not normally have a natural armor bonus (such as a human) is considered to have an initial natural armor bonus of +0 for the purpose of this ability. Thus, a human's natural armor bonus would increase to +2 at 1st level. These changes are cumulative.

    Wolf Abilities (Ex): Upon taking a level in the dire wolf animal class, the character gains the animal's Hit Dice (in all forms), base attack bonus (in all forms), base saving throw bonuses (in all forms), ability score modifiers (in hybrid and animal forms), skill points (in all forms), and natural armor bonus (in hybrid and animal forms), as well as the special abilities indicated on Table SP-18.

    In dire wolf form, the werewolf's speed changes to 50 feet. Class skills for the dire wolf racial Hit Dice are Control Shape, Hide, Listen, Move Silently, Spot, and Survival.

    Bite: The wolf animal class gives the werewolf a bite attack in his animal and hybrid forms. The bite is a natural weapon that deals 1d8 points of damage.

    Scent (Ex): As a 2nd-level dire wolf, the character gains the scent ability in all forms.

    Trip (Ex): A werewolf lord in hybrid or dire wolf form that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the werewolf lord.

    Large (Ex): When the dire werewolf reaches 4th level in the animal class, his animal and hybrid forms become Large size. In either of those forms, he takes a -1 penalty to AC and attack rolls for size, and his Space/Reach changes to 10 ft./5 ft. His ability scores and natural armor bonus change as indicated on Table SP-18.

    Dire Wolf Bonus Feats: At 1st and 2nd level, the werewolf lord gains the feats indicated on Table SP-18 as bonus feats, assuming that he doesn't already have them. If the werewolf lord doesn't meet the prerequisites (if any) for a bonus feat, he gains the feat but cannot use it until he does meet the prerequisites.

    _________________________________________________________________________

    [ March 01, 2006, 17:12: Message edited by: dmc ]
     
    Last edited by a moderator: Jun 16, 2012
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