| Kurocyn |
I have a friend who has been wanting to make a werewolf PC and I was wondering how one could do this.
The closest monster in the Racial Traits section of the MM is the shifter, but he doesn't approve.
So far, I've looked at just having the PC start off at lv 8 and begin adding class levels after that, but it seems too overpowered to do so.
Any advice or thoughts?
-Kurocyn
| Sean K Reynolds Contributor |
| Evil Genius |
Hi! Unfortunately (or fortunately, depending on how you look at it), werewolves are currently (and perhaps never will be) an official playable race. If you desperately want werewolves to be a PC race, it would be up to the GM to create the racial benefits.
Your idea of starting at level 8 and adding class levels would certainly not be appropriate, considering monsters and PCs use completely different level systems.
I believe I once made a racial write-up for werewolves while I was still planning out my campaign world, but unfortunately it has been lost to the sands of time. I think I placed them at +2 Dex, +2 Con, (as wolves in 3.5 were more dexterous than strong) and they got Change Shape as an at-will power. The other benefits are a little hazy to me, alas.
Lazaro
|
One thing to understand is that monsters and templates are supposed to be off limits to players in this edition.
First are you the DM, or just helping him work out the character? How do you feel about the player wanting to play a werewolf? And more importantly how do the other players feel?
Now here are a few options you have:
Just say no. Tell the player the closest available playable race is the Shifter, I know he doesn't approve but you're the DM.
You can use the information in the DMG to create a werewolf template, but be warned templates, like monsters, are not meant to be used be PCs.
I would be against letting him play a werewolf out of the book. Also monsters no longer have hit dice. The werewolf is listed as an Level 8 Brute. That does not mean it's equal to a PC of level 8.
Now if the other players are fine with him using a homebrewed template, or using the actual monster from the MM. More power to ya. I say sit him down and explain that the shifter the best he can get
| Evil Genius |
Another idea is to take a look at the new type of feats called Bloodlines, introduced in the recent article about Dhampyr. You could make a similar style of feat... perhaps the beginning one is Lesser Werewolf [Lycanthropic]. It gives the character the at-will ability to change shape, and opens up various other lycanthropic feats.
Lazaro
|
Another idea is to take a look at the new type of feats called Bloodlines, introduced in the recent article about Dhampyr. You could make a similar style of feat... perhaps the beginning one is Lesser Werewolf [Lycanthropic]. It gives the character the at-will ability to change shape, and opens up various other lycanthropic feats.
Hmm, I haven't read the Dhampyr article. Any good?
But, I agree with Evil Genius. These bloodline feats sound like the best way to go.
| Ken Marable |
I've been toying around with how to allow weird PCs like vampires, liches, and such but keeping it balanced. (Yes, Savage Species is one of my 3.x favorite - nice work on that, Sean!)
I think the most balanced option would be through paragon multiclassing. At the paragon tier, the abilities are more balanced, and trading off a paragon path (or paragon multiclass) for those abilities seems balanced. The other option would be power swap feats or something.
I'll try taking a stab at fleshing out my ideas, but I would say start with shifter (longtooth appears closer to werewolf mechanically), and then bring in the other abilities (full regeneration, bite, changing shape) over time in exchange for other powers. Basically, the PC is becoming a werewolf rather than starting as one (even if the PC back story is being born as a werewolf, it could be explained as taking time to realize potential and control abilities).
If I do get something worked up, I'll be sure to post it here.
| Kurocyn |
Thanks for all of the replies everyone. ^ ^
I guess I should note that I am not the DM; but I do swap with the Dm from time to time. So I guess I'm looking at this from both player and DM perspectives.
I like the idea of treating the lycanthropy as more of a paragon path as Ken Marable suggested. And Evil Genius has a good idea about using a feat to "open up" the disease's later abilities.
Perhaps it would be best to use a mix of feats and powers? For example, once a PC has taken said feat, he must choose a lycanthropic encounter attack power and/or daily power instead of his class/paragon choices. Maybe even change the ability bonuses gained from leveling?
Great posts everyone! Please keep them coming. ^ ^
-Kurocyn
| Mamoru Kusanagi |
So then, maybe I'm weird for thinking that it shouldn't be an option of play another game just if you want to be a lycanthrope. Heck I don't even see what the fuss is about really... monster PCs aren't that uncommon anyways
I personally like the article for the dhampyr in 4th ED, it could be messed with alittle to make lycanthropy possible, and it doesn't even seem like there are many sizable advantages to making a werewolf. I guess the hardest would be to concider any advantages in the hybrid form, although regen might be much, still making something of that calibur a higher level gain wouldn't hinder a game setting.
Personally if I made a werewolf, I'd be going for the asthetics, not even the powers. Just a human who can shift into a werewolf nothing happening except maybe the fact you scared the opponent alittle who thought you were a human.... maybe I'm thinking to simply....
All I think is that it doesn't have to have the rules for it overly analyzed, think for the campaign, if a lycanthropic character wouldn't hinder the story, then kudos, if it would, then no wolfy. Simple solution
| Matthew Koelbl |
The approach I would probably recommend (if one has the time to put it together) is to design it as a multi-stage process.
I definitely feel that 4E is not only capable of allowing 'unusual' races to play, but actually an incredibly good system for it, because of the ability to leverage races, feats and paragon paths to allow a character to essentially progress into a full-fledged 'monster' without ending up with any imbalance with other characters. This is similar to what 3rd Edition tried to do with the 'monster level' paths that would let a character slowly reach the proper ECL for a monster... but those tended to have a lot of snags, shifting between underpowered and overpowered throughout their career.
The downside of the 4E method is that if you want to play certain 'uber-monsters', you will never be quite as powerful as them - you might be able to design a PC Beholder, for example, but you are unlikely to give them death rays/petrification rays/etc, simply because that would be too powerful. But you would be able to put together something that captures the flavor of the monster, if not the direct monster stats - which I feel is much more important. You should be interested in playing a beholder because you want to be a floating orb that shoots magic from eyerays, not because of any specific mechanics of how that works.
And the other downside of the 4E method is that while it is certainly capable of letting characters play monster, there aren't all that many available just yet. But then, the edition is only just over half-a-year old, so I don't think that is too unreasonable, especially if the final products are actually usable. (As opposed to the often hit-or-miss ECL system.) So here is hoping we will definitely see some more of them!
Anyway, here would be the process I'd go through, and an initial sketch of some feats and a paragon path for this character. (These are just basic ideas I've thrown out there, so no guarantees as to perfect balance - this is a starting point more than anything else. Feel free to make use of it, if it looks good for you, though.) Hidden behind spoiler tags simply due to size, and convenience for those reading the thread.
Part 1: Race or Race Template
Option Two: Create a race 'template', as they did with the Dhampyr. This would seem fitting for something like a werewolf, where one 'acquires' the affliction, rather than being born with it. (Though there may be settings where you can be born with it, in which case I'd probably go with option one, above.) In this case, the character can be any standard race, but they would get to take a feat that would make them 'Weretouched', giving some minor bonuses and representing them starting down the path.
The nice thing about this - a character could get infected at any point, and decide to pursue the afflication by picking up this feat. A DM could make it even more interesting by having the feat require a character to already be afflicted by the 'Moon Frenzy' disease before they can take the feat, and have the feat make them immune to the disease, representing them gaining control over the Lycanthropy! Or you could avoid getting that convoluted, and just make the feat open for anyone with a reasonable background for it.
WERETOUCHED HERITAGE (LYCANTHROPE BLOODLINE)
Prerequisite: Living humanoid race
Benefit: You gain feral rage as a daily power. Additionally, you gain a +2 bonus on Perception checks to find tracks and Nature checks to forage in the wild.
Special: You are considered a lycanthrope for the purpose of effects that relate to lycanthropes.Feral Rage
Your eyes turn feral and fur covers your skin, as you draw forth both the endurance - and the rage - of your animalistic heritage.
Daily * Healing
Immediate Reaction, Personal
Trigger: You are damaged by an attack.
Effect: Until the end of the encounter, you gain regeneration 1 and a +1 power bonus on damage rolls. If you take damage from a silver weapon, your regeneration is suppressed until the end of your next turn.
The power granted by the feat might seem pretty weak here, but I erred on the side of caution - feats rarely give free powers, they usually require swapping them, so I tried to keep it within reason. Still, a nice benefit, some skill related bonuses, and the feeling of beginning down the path of the Lycanthrope - that is the goal here. Some people might be disappointed they can't become a full-fledged werewolf at level 1 - but frankly, you shouldn't be able to. Make it something to build up to, and it will be both flavorful and balanced with the rest of the party.
Part 2: Racial Feats
So hear are a few options for the developing werewolf, again focusing heavily on the feat and power system:
WILD SIGHT (LYCANTHROPE BLOODLINE)
Prerequisite: Weretouched Heritage feat or Wereborn race
Benefit: You gain low-light vision.BLOOD OF THE WOLF (LYCANTHROPE BLOODLINE)
Prerequisite: Weretouched Heritage feat or Wereborn race
Benefit: Your melee attacks deal 2 extra damage against a bloodied target.
Special: You count as a werewolf for the purpose of effects that relate to werewolves.WAY OF THE WOLF (LYCANTHROPE BLOODLINE)
Prerequisite: 4th level, Blood of the Wolf feat
Benefit: You can swap one 3rd-level or higher encounter power you know for bite of the wolf.Bite of the Wolf
Your teeth abruptly grow long and sharp as you lunge forward and snap at your opponent, attempting to bite deep and throw them to the ground.
Encounter
Standard Action, Melee 1
Target: One creature you have combat advantage against
Attack: Strength +2 vs. Fortitude, Constitution +2 vs. Fortitude, or Dexterity +2 vs. Fortitude
Hit: 1d8 + Strength modifier damage, and the target is knocked prone.
Special: When you select the Way of the Wolf feat, you determine whether you use Strength, Constitution, or Dexterity to attack with this power.SKIN OF THE WOLF (LYCANTHROPE BLOODLINE)
Prerequisite: 8th level, Blood of the Wolf feat
Benefit: You can swap one 8th-level or higher utility power you know for wolf form.Wolf Form
Your form shifts and changes, and you feel the urge to unleash a terrible howl - and where a man stood, moments before, now prowls a wolf.
Daily * Polymorph
Minor Action, Personal
Effect: You assume the form of a wolf, a Medium natural beast. You gain a +2 bonus to your speed, and a +2 power bonus on Perception and Stealth checks. You can't pick up anything or manipulate objects. You can use your bite as a melee weapon with a +3 proficiency bonus that does 1d6 damage, which counts as a light blade for the purpose of feats and powers.
Sustain Minor: Your wolf form persists.PARAGON TIER FEATS
PACK HUNTER (LYCANTHROPE BLOODLINE)
Prerequisite: 11th level, Blood of the Wolf feat
Benefit: You gain combat advantage with your melee attacks against any target if you have at least two allies adjacent to it.PACK SLAYER (LYCANTHROPE BLOODLINE)
Prerequisite: 11th level, Blood of the Wolf feat
Benefit: When you hit a prone target with a melee attack using a light blade, you deal an extra 1[W] damage with the attack.EPIC TIER FEAT
MASTER OF THE PACK (LYCANTHROPE BLOODLINE)
Prerequisite: 21st level, Blood of the Wolf feat
Benefit: Whenever you hit a target you have combat advantage against with a melee attack, the target is knocked prone.
Now, the only unfortunate part here that I ran into is that most werewolf abilities (low-light vision, extra damage vs bloodied targets) aren't quite as mechanically distinguishing as I would have liked - some of these feats are very similar to those available to dhampyrs, dragonborn, etc. But they are also iconic to the werewolf itself, and the rest of the werewolf's abilities should help truly distinguish it flavor wise in the game - especially with the focus on the wolf 'pack tactics' built around knocking enemy's prone and gaining extra advantage from that.
Part 3: Paragon Path
WERE-WOLF
“You're wrong - I'm not being controlled by the beast within. I'm controlling it.”
Prerequisites: Blood of the Wolf featYou feel the call of the moon and feel the glory of the wild running through your veins. Whether born to the curse or afflicted by it, you have managed to control your lycanthropy - and even begun to master it. You are equally comfortable in your natural form, or in the form of a wolf - or even a blend of the two. You know that your savage power is nothing to be ashamed of - and if it is a thing for fear, that fear is meant for your enemies, not for you.
WERE-WOLF FEATURES
Inhuman Action(11th level): When you spend an action point to make an attack, you gain Resist 10 All until the end of your next turn. Silver weapons ignore this resistance.Were-shifter (11th level): Your character can, as a minor action, shift between your normal humanoid form, a wolf form, and a hybrid form that combines the features of both. In your alternate forms, your stats remain the same except for gaining a +1 bonus to speed, and a +2 racial bonus to Perception and Stealth checks. In wolf form, your equipment melds into your body, but continues to provide all normal benefits, except for any weapons you were wielding. You can no longer wield weapons in this form, but you gain a bite attack that can be used as a melee weapon with a +3 proficiency bonus that does 1d8 damage. It counts as a light blade for the purpose of feats and powers, and if you were previously wielding a weapon, your bite gains the enhancement bonus of that weapon, and any special properties that could affect light blades.
Greater Feral Rage (16th level): Your feral rage power is improved, and now grants regeneration 5 and a +2 power bonus on damage rolls.
WERE-WOLF POWERS
Rending Bite, Were-wolf Attack 11
Your teeth briefly grow into vicious fangs - or if you are already in a canine form, they sharpen even longer as you tear into your foe!
Encounter * Weapon
Standard Action, Melee 1
Target: One creature
Requirement: This attack must be made with the bite attack granted by your wolf form. If you are not currently in wolf form, you gain the same bite attack for this attack, in exactly the same fashion as if you were in wolf form.
Attack: Strength vs. Reflex, Constitution vs. Reflex, or Dexterity vs. Reflex
Hit: 2d8 + Strength modifier, Constitution modifier or Dexterity modifier damage, and the target takes ongoing 5 damage (save ends.)Howl of the Hunter, Were-wolf Utility 12
You unleash a terrible howl that echoes into the night, filling your enemies with fear.
Encounter * Fear
Minor Action, Close burst 20
Target: Each enemy in burst
Effect: Until the end of your next turn, targets grant combat advantage while they are bloodied.Chosen of the Moon, Were-wolf Daily 20
You have not only mastered the raging madness in your blood, you can even draw it forth and unleash it upon your foes.
Daily * Psychic, Stance
Minor Action, Personal
Effect: Whenever you make a successful attack against a bloodied target, your attack deals an additional 1d8 psychic damage, and the target contracts a temporary form of Moon Frenzy (save ends). Whenever the target fails a save, on his next turn he makes a melee attack against a random target within 5 squares of him. If no targets are within 5 squares, the target does nothing but move in a randomly chosen direction.
I figured the most important thing the full-fledged Were-Wolf needed was the ability to shift between human, wolf, and hybrid - and being able to do so as often as it wants. In return, of course, the benefits on actually changing shape need to be minor - I went for some enhanced speed and skill bonuses, nothing of which would be too harsh, and mirrored the way a Druid's wild-shape now works. Ideally, I'd even have written out the shapechanging as an at-will power itself, but didn't want to spend too long figuring out how best to word it.
Aside from that, it simply becomes an issue of figuring out what other abilities will feel iconic for the character. Protection from non-silver weapons, a bleeding bite attack (like the 4E Werewolf has in the MM), a fearful howl (that also ties into the combat advantage theme) and finally the 'moon frenzy' ability to give it something really unique. And I took the opportunity to boost the 'feral rage' power that is at the heart of the build, allowing it to remain effective at this higher level.
Part 4: Epic Destiny
Of course, the question would be what sort of powers would really fit such a class. You could continue the trends thus far, and simply give more powers that involve combat advantage, or bleed attacks, or DR/Regen against non-silver attacks... but the problem is that all of those powers, while iconic, also aren't much more distinctive than what has been done already. Instead, perhaps you might consider the ability to summon spirit wolves in some form, or lend some of your lycanthropic powers to allies, or similar approaches that are a bit more unique.
Anyway, I hope this is useful - even if not directly so, then at least enough to help show the creation process and how to leverage the 4E system to develop builds for unusual races and character choices. I definitely feel the system is well-designed for it, but until they come out with the 4E version of 'Savage Species' or something similar, some of the work will definitely be in the hands of the GM.