Lycanthrope Build Help


Advice


My Dm has allowed my backup character to be a Lycanthrope. (my current character is a Kitsune Enchantment Sorcerer who looks like she will not last long). I was hoping ya'll could help me come up with a fun build that's not too good (so I don't abuse the fact that the DM let me be a Lycanthrope), but something more fun. A few things of note; I don't know if its normal rules or not but my Dm has stated all of my equipment will stay on me when I transform, but I will not gain the AC bonus from my armor and Natural attacks are not bonus attacks, they count as weapons. So any ideas or build advice y'all have would be awesome. thanks!


Are you allowed to use 3.5 Materials or is your party starting at a higher level (level 3 or level 5)? If you answer to No to both of these, I would recommend using the Skinwalker race instead of the Lycanthrope template (just my personal recommendation).

There is a lot of feat-support for 3.5 Material Lycanthropes, some of them allowing you to resist transforming, some of them allowing you to transform without going "I'm evil now for no reason!!! mwahahaha!"

I think by RAW, unless your armor is magical or otherwise transformable, it would be destroyed. That or its like druid and melds into your skin, I forgot which one is true, its been to long since I've played a Lycanthrope.

If you're allowed to play 3.5 and starting at level 1 or level 2, I'd look at the Monsterous Progression (Wizards since took down the "free" form their website, and I forgot what book its from), but it allows you to level up by taking Lycanthrope race levels instead of going "Poof, 5 levels higher natural/3 levels higher afflicted lycanthrope".

(Edit)
Never mind, I found it!This should be helpful for lower level advancement.
(/Edit)

Fighter is probably a better class for Lycanthropes, Rangers are also good. Lycanthropes, as many natural attack builds are feat heavy. Rager Barbarian is also a good pick. If you want to go spellcasting, you'll need to get a feat that lets you spellcast while transformed. If you're party/the people don't like Lycanthropy, I would recommend taking the Aspect of the Beast for claw attacks so you can fake not being a Lycanthrope.

Mind you, a lot of this comes from my 3.5 experience, and I've since been unable to play Lycanthrope in Pathfinder. I hope this was helpfull none the less.

TL:DR - Unless your using 3.5 material, building a Lycanthrope is exactly like building a Natural Weapons build with 2 claw attacks and a bite attack. Choose Skinwalker if you want the "transforms into beast" trope without Level Adjustment.


I'm going to quote something for you for Pathfinder Level Adjustment rules. Really good for playing CR creatures above level 0. Because Werewolves are level 2, and Dire Werewolves are level 5, I would discuss with your DM about the rules discussed below about making them "Class Levels" and getting a free Level halfway between 2 and 3 in order to keep your class relevant with normal class progression. You'll only ever get to Level 19, but its fun playing a werewolf.

Also, if you're afraid of being overpowered, discuss with your DM about mixing Natural and Afflicted werewolf templates. Have control over your transformation as a Natural Werewolf, but inability to inflict the disease and DR 5/Silver as afflicted werewolves. Additionally, if 3.5 is available, I suggest taking the Silver Fangs feat to prevent accidentally turning a run-away.

Additionally, Hybrid Form and Animal Form have different physical attributes than your human. You take whichever is the highest physical score when transformed, plus +2 STR and +2 CON. For example, if you are a werewolf with 12 Strength, 16 Constitution and 12 Dex, your stats would be

Human: 16 STR, 12 CON, 12 DEX, XX INT, XX WIS, XX CHA
Hybrid/Animal: Str 18, Dex 15, Con 17, XX INT, XX WIS, XX CHA

Make sure you ask your DM how he rules the ability modifiers. You may get +2 WIS, -2 CHA only, or you get that in addition to your base race's ability modifiers. If someone has more information on this, please let both of us know so I know how the ability score modifiers for lycanthropy works.

Also, unless your DM thinks its okay to have Lycanthropy tunning around, I would suggest bluffing at being a Human. Ranger would probably be the best to go with, and get the Natural Attack ranger. Eldirtch Claws for magic weapons, Rending Claws for extra damage, and Improved Weapon damage. Aspect of the Beast can help you "bluff" not being a werewolf if you can somehow explain the nasty claws you shreded with. Just be careful, as you may need to take repeated concentrate checks to prevent involentary damage change.

Also, inform your DM the following rules for damage reduction. Damage Reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact.

Attacks that deal no damage because of the target's damage reduction do not disrupt spells.

Spells, spell-like abilities, and energy attacks (even non-magical fire) ignore damage reduction.

Basically - If he throws spells at you or throws silver weapons in the enemy hands, your DR goes kaput and is much less powerful.

Again, I'd suggest Skinwalker, but I hope this information was useful if you want to use the Lycanthrope template.

Quote:

For monsters with racial Hit Dice, the best way to allow monster PCs is to pick a CR and allow all of the players to make characters using monsters of that CR. Treat the monster's CR as its total class levels and allow the characters to multiclass into the core classes. Do not advance such monsters by adding Hit Dice. Monster PCs should only advance through classes.

If you are including a single monster character in a group of standard characters, make sure the group is of a level that is at least as high as the monster's CR. Treat the monster's CR as class levels when determining the monster PC's overall levels. For example, in a group of 6th-level characters, a minotaur (CR 4) would possess 2 levels of a core class, such as barbarian.

Note that in a mixed group, the value of racial Hit Dice and abilities diminish as a character gains levels. It is recommended that for every 3 levels gained by the group, the monster character should gain an extra level, received halfway between the 2nd and 3rd levels. Repeat this process a number of times equal to half the monster's CR, rounded down. Using the minotaur example, when the group is at a point between 6th and 7th level, the minotaur gains a level, and then again at 7th, making him a minotaur barbarian 4. This process repeats at 10th level, making him a minotaur barbarian 8 when the group reaches 10th level. From that point onward, he gains levels normally.

As for suggestions: Natural Attack Archetypes, or Natural Attack Ranger. Monk would be good to "Fake" slashing damage with "fake karate". Any Martial, non spellcasting class, makes a good werewolf.

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