
Stynkk |

Is there any chance we will see this type of bloodline implemented by Paizo either in Ultimate Magic or in the future?
I am a bit dismayed that the only representation that werewolves (or otherwise) only get a curse with very little description involved.
I would like to see a bloodline constructed similarly to the Undead Bloodline in which the type of creature/transformation aesthetics are up to you, but the general powers are the same.
The lycanthrope bloodline would open up some great character and roleplaying possiblities.
I would think this bloodline would grant:
- Bite (or claws)
- Rage (of some sort and the Rage spell)
- Scent
- Progressively increasing DR x/silver
Haven't worked out the bloodline arcanna, but I think it should be centered around physical augmentations.

Stynkk |

Lycanthrope Bloodline
Class Skill: Knowledge (Nature)
Bonus Feats:
Combat Reflexes, Diehard, Dodge, Endurance, Lightning Reflexes, Mobility, Power Attack, Skill Focus (Knowledge (nature)), Toughness.
Bonus Spells:
cause fear (3rd), Alter Self (5th), rage (7th), Beast Shape I (9th), Beast Shape II (11th), Beast Shape III (13th), Beast Shape IV (15th), Giant Form I (17th), shapechange (19th).
Bloodline Arcana:
You have sway with your besital bretheren. You treat beasts as humanoids for the purposes of determining which spells affect them.
Bloodline Powers:
Form of Night (Su):
At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier.
At 5th level, the damage increases to 1d6 (1d4 if you are small) and they are considered magic weapons for the purpose of overcoming DR.
At 7th level, you gain a Bite attack that deals 1d6 (1d4 if you are small) plus 1 1/2 times your Strength Modifier. In addition, this attack infects the target with Curse of Lyanthropy (Fortitude DC 15 negates).
At 11th level, these natural attacks deal an additional 1d4 points of bleed damage on a successful hit. This bleed damage stacks with itself.
You can use this power for a number of rounds per day equal to 3 + your Charisma Modifier. These rounds do not need to be consecutive.
Heightened Senses I (Ex):
At 2nd level, you gain Low Light Vision, if you did not have it before.
Damage Reduction (Ex):
At 3rd level, you gain damage reduction 2/silver and Fast Healing 1. At 9th level this damage reduction increases to 5/silver and Fast Healing 3.
Heightened Senses II (Ex):
At 4th level, you gain the Scent Ability.
Strength of the Were (Ex):
At 9th level, you gain a +2 bonus to your Strength. This bonus increases to +4 at 13th level, and again to +6 at 17th level.
Lycanthrope Form (Su):
At 15th level, you can become a lycanthrope hybrid for 1 round per caster level as a full round action. While transformed you gain +2 Strength, +2 Constitution, +2 Wisdom and -2 Charisma. These rounds need not be consecutive. You can end this transformation as a free action (Fortitude DC 15) or as a Move Action (no check).
While in this form, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You cannot speak and only growl incoherently.
Soul of the Were (Su):
At 20th level, your bestial nature bursts forth (the appearance and characteristics of your transformation is up to you). You gain Natural Armor +2, DR 10/silver, fast healing 5 and darkvision.

Stynkk |

I like the idea. A lycanthrope bloodline makes perfect sense to me.
I do wonder at the power level of getting DR and fast healing at level 3, especialy when the DR is for silver, which is something the mobs are basicly never going to have.
a +3 enchanted weapon can overcome DR Silver so you don't absolutely need to have a silver weapon.

Derwalt |

Seems pretty solid - maybe a little too good? ...the physical bonuses seems to be quite good, but then again thr "base class" is of course a sorceror, so maybe that evens it out...
The 20th level power I think should be called "soul of the Beast" instead - "were" is thought to originally have meant "man", so the name doesn't quite fit as I see it; "The word werewolf is thought to derive from Old English wer (or were) [...] and wulf. The first part, wer, translates as "man"" (http://en.wikipedia.org/wiki/Werewolf#Etymology).

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The DR is not even the issue. The fast healing is. Fast Healing at 3rd level? Holy crap auto stabilize, immune to hp bleed effects that is nuts.
You just made the ideal melee dip class. Four levels and you get DR/Silver, fast healing, low light vision, and scent.
Just make it so that fast healing/silver :D

Gignere |
Gignere wrote:Just make it so that fast healing/silver :DThe DR is not even the issue. The fast healing is. Fast Healing at 3rd level? Holy crap auto stabilize, immune to hp bleed effects that is nuts.
You just made the ideal melee dip class. Four levels and you get DR/Silver, fast healing, low light vision, and scent.
I have not had one encounter where the enemies have silver weapon. Even mithral weapons are extremely rare.
To balance this out he needs to kill fast healing, scent and DR. Scent can be added as a bloodline feat (these is a scent feat). The low level Fast Healing and DR need to become Nat Armor of +1/+2. Low light vision can stay.

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Bhrymm wrote:Gignere wrote:Just make it so that fast healing/silver :DThe DR is not even the issue. The fast healing is. Fast Healing at 3rd level? Holy crap auto stabilize, immune to hp bleed effects that is nuts.
You just made the ideal melee dip class. Four levels and you get DR/Silver, fast healing, low light vision, and scent.
I have not had one encounter where the enemies have silver weapon. Even mithral weapons are extremely rare.
Really? I mean really? Doesn't every party always have someone who has Mithral/Silver, Cold Iron, Adamantine daggers and a mace/club just in case?
Maybe I just play with incredibly paranoid people? Then again, that old saying, "Just because you are paranoid, doesn't mean no one is out to get you."

Gignere |
Gignere wrote:Bhrymm wrote:Gignere wrote:Just make it so that fast healing/silver :DThe DR is not even the issue. The fast healing is. Fast Healing at 3rd level? Holy crap auto stabilize, immune to hp bleed effects that is nuts.
You just made the ideal melee dip class. Four levels and you get DR/Silver, fast healing, low light vision, and scent.
I have not had one encounter where the enemies have silver weapon. Even mithral weapons are extremely rare.
Really? I mean really? Doesn't every party always have someone who has Mithral/Silver, Cold Iron, Adamantine daggers and a mace/club just in case?
Maybe I just play with incredibly paranoid people? Then again, that old saying, "Just because you are paranoid, doesn't mean no one is out to get you."
The party or PCs have it, when did you last fight a NPC or monster with silver or mithral weapons? I can't even remember and certainly not before level 10 encounters.

Stynkk |

To balance this out he needs to kill fast healing, scent and DR. Scent can be added as a bloodline feat (these is a scent feat). The low level Fast Healing and DR need to become Nat Armor of +1/+2. Low light vision can stay.
Scent should not be relegated to the feats IMO, people would not choose it as a bonus feat. I think this is something that goes along with lycanthropes thematically and should be given.
Fast healing may be a problem, this has not been tested at all, just an idea. I think the best course of action would perhaps not grant fast healing til the level 9 bump and work out a natural armor bump at level 3.
Im not sure how many melee classes will want to splash 4 levels of sorcerer to get the DR, you're getting really low BAB. Why not just buy some adamantium armor?
Personally, I don't think fast healing should counteract bleeding, only effectively overwritten if the bleed is less than the healing but the bleed damage should still be present and a heal check needed to remove it. Especially since the text says fast healing should be treated as "natural" healing and not "magical or spell-like" healing.
The party or PCs have it, when did you last fight a NPC or monster with silver or mithral weapons? I can't even remember and certainly not before level 10 encounters.
Alchemical Silver weapons are pretty easy to obtain and fairly common. Enemies should be expecting a lycanthrope anyway since it is quite difficult to hide your true form.

Parka |

This should probably be moved to the Homebrew section, you'd get more devoted analysis there.
I don't have a problem with access to Scent at low levels- in fact, I think it can be a good thing. I have a problem with reflexive, 24/7 access to Scent at low levels, because it can shortcut certain adventure hooks or make events/fights much easier than planned. If they have to think about using it (and especially if they have to spend resources), it's not as much of a problem than having to give them the information unprompted. The effect becomes marginal around level 10, probably around level 8 for a party used to using it.
At the earliest, I might require concentration to use it. Later, merely to activate it (Bloodhound is not a high-level spell, anyway). By mid levels (~12) I would let it be active constantly, and by high levels (18+) I might enhance the range.
For Fast Healing, it might complicate things, but merely allowing a small self-healing ability a few times per day (say, 1d4 a number of times per day equal to Cha mod) which turns into fast healing might be a better way to go. Otherwise they're going to be virtually indestructible in between fights.
Low-light vision doesn't bother me at all, honestly. There are what, two races that don't get it or better already? I'd almost say it should grant +2 to Perception checks as well, just so it does something for the majority of the races.

Stynkk |

Here's an update to the bloodline, complete with changes based on the feedback I have received. I wonder about moving scent down to level 6, it seems a bit far to gain the ability in my opinion. Afterall, a half orc can gain scent at level 1 in the APG and barbarians can get it at level 2 (while they rage, but still).
Lycanthrope Bloodline
Class Skill: Knowledge (Nature)
Bonus Feats:
Combat Reflexes, Diehard, Dodge, Endurance, Lightning Reflexes, Mobility, Power Attack, Skill Focus (Knowledge (nature)), Toughness.
Bonus Spells:
Cause Fear (3rd), Alter Self (5th), Rage (7th), Beast Shape I (9th), Beast Shape II (11th), Beast Shape III (13th), Beast Shape IV (15th), Giant Form I (17th), Shapechange (19th).
Bloodline Arcana:
You have sway with your besital bretheren. You treat beasts as humanoids for the purposes of determining which spells affect them.
Bloodline Powers:
Form of Night (Su):
At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier.
At 5th level, the damage increases to 1d6 (1d4 if you are small) and they are considered magic weapons for the purpose of overcoming DR.
At 7th level, you gain a Bite attack that deals 1d6 (1d4 if you are small) plus 1 1/2 times your Strength Modifier.
At 11th level, these natural attacks deal an additional 1d4 points of bleed damage on a successful hit. This bleed damage stacks with itself.
You can use this power for a number of rounds per day equal to 3 + your Charisma Modifier. These rounds do not need to be consecutive.
Heightened Senses (Ex):
Your senses sharpen allowing you to perceive things you could not before.
At 2nd Level, you gain Low-light vision, if you did not have it before. At 4th level, you gain +2 Perception Checks. At 6th level, you gain the use of the Scent Special Ability.
Hide of the Beast I (Ex):
At 3rd level, you gain a +1 bonus to Natural Armor and Damage reduction 2/silver. At 9th level this increases to a +2 Natural Armor, Damage Reduction 5/silver and Fast Healing 1.
Strength of the Beast (Ex):
At 9th level, you gain a +2 bonus to your Strength. This bonus increases to +4 at 13th level, and again to +6 at 17th level.
Lycanthrope Form (Su):
At 15th level, you can become a Lycanthrope Hybrid for 1 round per caster level as a full round action. While transformed you gain +2 Strength, +2 Constitution, +2 Wisdom and -2 Charisma. These rounds need not be consecutive. You can end this transformation as a free action (Fortitude DC 15) or as a Move Action (no check).
While in this form, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. In addition, you cannot speak while transformed and can only growl incoherently.
Soul of the Beast (Su):
At 20th level, your bestial nature bursts forth (the appearance and characteristics of your transformation is up to you). You gain an additional +2 to Natural Armor, DR 10/silver, Fast Healing 5 and Darkvision. In addition, your successful bite attack inflicts it's target with Curse of Lycanthropy (Fortitude DC 15 Negates).

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The Bloodline arcana mentions treating 'beasts' as humanoids, but the 'Beast' type hasn't been around since 3.0 (they got rid of it in 3.5). The Animal type seems best suited for this.
Other threads offering ideas for Lycanthropic bloodline Sorcerers, from which you can pillage.
http://paizo.com/paizo/messageboards/paizoPublishing/olderProducts/pathfind erRPGBeta/design/sorcererWizard/sORCERERLycanthropeBloodline&page=1& ;source=search#0
http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/conversions/sorcererBloodlineAnimal&page=1&source=search#0
http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/general/missingBloodlines&page=1&source=search#13
4 Winds Fantasy Gaming has a version as well, but I don't remember the name of the product right now. Arcane Magic?

Ævux |

The party or PCs have it, when did you last fight a NPC or monster with silver or mithral weapons? I can't even remember and certainly not before level 10 encounters.
Well that's because you aren't playing the lycanthrope bloodline.
If you are not running around with dr/metal then there is no reason for random monsters to have that. Especially not silver, as it lowers the damage.

Phage |
It looks almost identical to Draconic bloodline with a bit of Dragon Disciple mixed in. Many of the key characters look to be taken directly from the draconic/DD levelprogression, but slightly improved.
I don't really see enough of the werewolf in here. I don't know the stats offhand for the lycan hybrid form.
The lycan idea is sweet, but I think of the bigger problem is that none of the bloodlines are really fleshed out enough and sorcerer in general is just boned for attempting to melee.
In the homebrew TZO has a sweet Battle Sorcerer alternate build that is much more melee compatible, but at the moment sorcerer is just a bit boned fomr the start.

Stynkk |

I don't really see enough of the werewolf in here. I don't know the stats offhand for the lycan hybrid form.
AC: In hybrid or animal form the lycanthrope has the natural armor bonus of the base animal increased by +2.Defensive Abilities: An afflicted lycanthrope gains DR 5/silver in animal or hybrid form.
Special Attacks: A lycanthrope retains all the special attacks, qualities, and abilities of the base creature. In hybrid or animal form it gains the special attacks, qualities, and abilities of the base animal. A lycanthrope also gains low-light vision, scent, and the following:
Lycanthropic Empathy (Ex) In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.
Ability Scores: +2 Wis, –2 Cha in all forms; +2 Str, +2 Con
I think the beast themed powers are a little to broad. The Serpent bloodline has comparable powers and spells, but limited only to snakes. Perhaps the Beast Form spells should be limited to the same creature as your lycanthrope type.
Making the bloodline broad was an intential choice, as many have pointed out before a Lycanthrope is not just a werewolf. It can be a werebear, wererat, werecat, etc.

Brambleman |

Brambleman wrote:I think the beast themed powers are a little to broad. The Serpent bloodline has comparable powers and spells, but limited only to snakes. Perhaps the Beast Form spells should be limited to the same creature as your lycanthrope type.Making the bloodline broad was an intential choice, as many have pointed out before a Lycanthrope is not just a werewolf. It can be a werebear, wererat, werecat, etc.
However, my suggestion is that the bloodline should thematically be linked to a specific type of lycanthrope, chosen at character creation like elemental and dragon bloodlines. So werebears get Form of the beast for bears, werecats for cats, werewolves for wolves. Much like serpent bloodline can only use the bonus spell summon swarm to summon snakes. The trouble would be how that might affect the balance of power for the bloodline.

Stynkk |

However, my suggestion is that the bloodline should thematically be linked to a specific type of lycanthrope, chosen at character creation like elemental and dragon bloodlines. So werebears get Form of the beast for bears, werecats for cats, werewolves for wolves. Much like serpent bloodline can only use the bonus spell summon swarm to summon snakes. The trouble would be how that might affect the balance of power for the bloodline.
This would not be terribly difficult.. as dragon types only really alter the kind of damage you do/resistances you have, elementals provide another movement speed/resistances.
However, since there is a single entry and template for a lycanthrope hybrid, you'll receive the standard lycanthrope bonuses via the bloodline, your transformation form however will reflect a very specific type of lycanthrope animal when you shape shift.
If this were to affect anything it might be, such as you say, if you use form of the beast you must choose your corresponding were(animal).
Additionally, if you choose a werebear lets say, maybe instead of Strength of the Beast you get Endurance of the beast (+2,4,6 to con instead of str)? Upon further readings of the bloodlines it looks like level 9 and 15 get really iconic and thematic abilities, so we can discuss that a little more.

Phage |
Well think about what this bloodline would focus on and what it would offer over the alternatives, like versus draconic or abyssal bloodlines.
All the lycan forms in the PRD seem to focus on a bite as opposed to claws so you could just give them a stronger bite that would follow a slightly earlier physical progression and then end in some bleed damage (in place of bonus elemental damage). Also you kind of overlooked the fact that all the other level 1 supernatural abilities, including draconic and abyssal claws, can only be used 3/day + CHA mod. If you made the bite and/or claws permanent they would need to be weaker (Ranger for example only gives 1d4 claws)...three free natural attacks is a lot.
Natural defenses I would focus more on some fast healing and then silver based damage reduction. You want to move away from being a furry version of draconic so having resists and/or natural armor in addition to fast healing and DR/silver would be a bit much.
The strength bonus paired with the claws is basically identical to the abyssal bloodline. I like the idea of having the multiple types of lycans (cats, dogs, bears, etc), but being able to choose between STR, DEX, or CON would be a bit too much freedom within a single bloodline.
The heightened senses makes sense for lycans, however, I don't think any of the other bloodlines get a 2nd level sequential bonus so you might need to take out part of the "Hide of the Beast" to include senses.
Would be nice if Paizo released some general templates for PCs as opposed to only monster templates since it is a pretty sweet monster mechanic.

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From a flavor standpoint, why would lycanthropy be the basis for a sorcerer bloodline? Werewolves don't have any spell-like abilities! A barbarian archetype with appropriate rage powers I can see, but a sorcerer bloodline? Not seeing it, and hoping Paizo isn't seeing it either.
This. Any lycanthropic descent should be a Race, or something for Druids, Rangers, and/or Barbarians. The classes that actually have some thematic link to werecreatures.

Malachite Ice |

If I were doing this, which I am admitting I am not - I think I would separate out each species of lycanthrope as a separate bloodline. I'd keep the Hide of the Beast and the form fairly constant, but I'd play with some of the other stats. I might give werebear-derived sorcerers Con bonuses (instead of Str), wererat sorcerers Dex bonuses, and I'd probably play with the spell lists.
I would give them the beast form spells one level earlier, but limited only to their bloodline type (or perhaps something closely related - permit a weretiger to Beast Shape into a housecat, for example, or a leopard. Maybe.
I do think that a 'lycanthropic' bloodline is an error, and that the specific should be preferred over the general. In fact, I'd probably do that to the Undead bloodline, too, and break them out into rougher divisions of the corporal undead (ghoul, vampire, lich). Hmmm ...
MI

Parka |

Vigil wrote:From a flavor standpoint, why would lycanthropy be the basis for a sorcerer bloodline? Werewolves don't have any spell-like abilities! A barbarian archetype with appropriate rage powers I can see, but a sorcerer bloodline? Not seeing it, and hoping Paizo isn't seeing it either.This. Any lycanthropic descent should be a Race, or something for Druids, Rangers, and/or Barbarians. The classes that actually have some thematic link to werecreatures.
It depends on how meta-game you're thinking. Beast Shape spells are Sorcerer/Wizard, too, and probably a staple in many Transmutation schools in wizarding academies. Sure, Druids get class abilities in the vein of shapeshifting, but many spellcasters from stories that were distinctly not Druids had the ability to change into animals. I'm not sure why you picked Barbarians to get the power of Werewolves aside from Rage, which would mostly be a World of Darkness thing as far as I can tell. Rangers, I've got nothing. Nature...? Maybe? I thought traditional tales had Werewolves be an anathema to nature, but maybe I've just heard distorted versions.
Aberration abilities aren't typically (Sp) either, I don't think, but hey, they've got a bloodline. Elementals too. Don't like them either?
I really think this belongs in the Homebrew section, but I don't know how to mark it for potential moving.

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It depends on how meta-game you're thinking. Beast Shape spells are Sorcerer/Wizard, too, and probably a staple in many Transmutation schools in wizarding academies. Sure, Druids get class abilities in the vein of shapeshifting, but many spellcasters from stories that were distinctly not Druids had the ability to change into animals.
Oh, absolutely. But they're not often Lycanthropes, they use their magic to shift shape, not some inherent ability. And rarely are those who do use inherent abilities very charismatic, which throws Sorcerer right out.
I'm not sure why you picked Barbarians to get the power of Werewolves aside from Rage, which would mostly be a World of Darkness thing as far as I can tell. Rangers, I've got nothing. Nature...? Maybe? I thought traditional tales had Werewolves be an anathema to nature, but maybe I've just heard distorted versions.
Thematic connection to the creatures. Beast Totems already head that way as a Barbarian, and the listed werebear is a Ranger, after all. Rogue also has thematic ties, but there are issues with doing a were-creature themed version mechanically.
If I play any kind of were-creature except maybe a Were-rat, I'm gonna want to be a class with Survival as a class skill for appropriateness.
And then there's the fact that actual Lycanthropes get a Wisdom bonus and a Charisma penalty, but seem ill-suited to Clerics...lots of reasons really.
Aberration abilities aren't typically (Sp) either, I don't think, but hey, they've got a bloodline. Elementals too. Don't like them either?
True, but they have powers and themes that are thematically entwined with the spells granted, and more importantly not linked to another Class. Lycanthropes are much better thematically linked with the other classes mentioned above.

Parka |

Beast Totems and Rage superficially make them seem like Lycanthropes, I'll grant. But it depends on what you consider the thematics of Lycanthropes to be. Most of them I hear are the result of curses of various types (very strongly tied to Witches and spellcasting...) so, while you can concoct a reason for them to have lycanthropy, if it's anything resembling folklore, it seems like they would hate it and revile it if fully "contracted".
A Ranger is likely to be exposed to the kind of environment where they might pick up a lycanthropic curse most often. So yes, good there. But they would also be presumably the most knowledgeable about avoiding those sources of lycanthropy as well. So I don't see why a Ranger would be a more likely candidate for Lycanthropy, and especially why they would want to be an unnatural beast that animals instinctively fear and shy away from. Same motivational problem with Druids.
Clerics and Lycanthropy... actually can go well together, too. Cursed by their god for disobedience, or by evil in a moment of weakness. Now they are anathema to Man and Beast, killing and feasting on both, never safely lingering among either. Tragic, but if that's what the player is into, it makes for an awesome personal quest right out of the box.
Another potential source of lycanthropy (as well as warlock powers) in folklore is being a child of an ominous number in successive generations... 7th son of a 7th son, for example. Sounds like "bloodline" explanation.
It just seems like trying to dismiss something outright without at least asking for an explanation first is a sign of a lazy imagination. Saying "you can't do that, this other class needs it more" is... odd.
As I said, this belongs in the Homebrew section, since it requires modification of the base game's assumptions.

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It just seems like trying to dismiss something outright without at least asking for an explanation first is a sign of a lazy imagination. Saying "you can't do that, this other class needs it more" is... odd.
It's not lack of imagination, it's lack of desire to see certain archetypes muddled. A lycanthropc sorcerer is fine and cool, but one who's lycanthropic blood gives him sorcery is thematically both odd and distasteful. I mean, why don't his Lycanthropic predecessors have magic?
Interestingly, in fitting with the whole curse aspect (and lacking the direct ability penalty to the primary score), I can definitely see a Witch Archetype replacing Hexes with Lycanthropic abilities, or even just a series of Hexes. I could also see something for Cleric or maybe even Oracle (utter lack of stat synergy with traditional lycanthropes notwithstanding, he can be a different variant).
But Sorcerer is just all wrong, and can't be a different variant, since he's descended from the normal kind. It's pretty much the last class I'd pick for lycanthropic flavor.

Parka |

Another potential source of lycanthropy (as well as warlock powers) in folklore is being a child of an ominous number in successive generations... 7th son of a 7th son, for example. Sounds like "bloodline" explanation.
Well, then there's this. He's descended from normal humans, under an inauspicious condition that normally causes lycanthropy or creates a warlock (which can be a Witch or Sorcerer, interchangeably, really, since it's a folklore term and not a game term). But our lucky PC has inherited both, so instead of it simply being a curse, he is instead (as internet goers would put it) Cursed With Awesome. His warlock powers are bent to control his lycanthropy, which reduces the "effectiveness" of both but curtails so many of the drawbacks, which is something no one else with lycanthropy can do. He's virtually unique, flavorful, and thematic, and comes with a backstory right out of the box. Awesome.
If it messes with your world's assumptions too much, that's fine- if you have constructive criticism to add ("This would fit better as a Witch archetype than a Sorcerer bloodline, in my opinion"), that helps. The tone of the previous posts was far more dismissive than that, and as a builder myself, I can say with empathy that it's akin to telling someone to go away, you've wasted everyone's time. Some have thick skin, some do not, but text is impersonal and can be hard to read.

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Sorry if it came across that way, that wasn't my intent. Though, looking back, I can see how it might've been interpretted that way. My bad.
And it's not that I object to the concept you've just described, I just think it could be done vastly better with almost any other class rather than Sorcerer.
Heck, now that I've thought of it, a Lycanthropy variant as an Oracle's Curse is a great idea, and one I might even stat up. Maybe with a linked Mystery.

Stynkk |

And it's not that I object to the concept you've just described, I just think it could be done vastly better with almost any other class rather than Sorcerer.
This is a strange argument to make as the Sorcerer is the only class that has the bloodline feature available to it.
I am merely suggesting something within the framework that Paizo has created.
There is nothing stopping you from using the Lycanthrope Template to create a character that is a Lycanthrope Hybrid or a Vampire Template for a Vampire Spawn, but Undead/Demons/Dragons/Devils/Angels etc have bloodlines and so should Lycanthropes.
If I were doing this, which I am admitting I am not - I think I would separate out each species of lycanthrope as a separate bloodline. I'd keep the Hide of the Beast and the form fairly constant, but I'd play with some of the other stats. I might give werebear-derived sorcerers Con bonuses (instead of Str), wererat sorcerers Dex bonuses, and I'd probably play with the spell list.
This is a possible road to go down, I'll have to think of a way to incorporate the various animal types and limiting their beast forms to the chosen animals.
I do think that a 'lycanthropic' bloodline is an error, and that the specific should be preferred over the general. In fact, I'd probably do that to the Undead bloodline, too, and break them out into rougher divisions of the corporal undead (ghoul, vampire, lich). Hmmm ...
I respectfully disagree. I think there is some value to creating broad bloodlines that give the general sense of each ancestry. See: Dragons, Elementals, Undead, etc. Creating a specific bloodline for each sub-set would take forever. This is for economy while preserving feel and roleplaying elements.

Gignere |
Personally, I don't think fast healing should counteract bleeding, only effectively overwritten if the bleed is less than the healing but the bleed damage should still be present and a heal check needed to remove it. Especially since the text says fast healing should be treated as "natural" healing and not "magical or spell-like" healing.
James Jacobs ruled that fast healing stops bleed damage. So you can't give it out too early. Maybe instead of flat out fast healing, it should be fast healing x rounds per day where x = sorcerer levels.

VM mercenario |

I like the concept and what you have done so far. They way I see it you can have a basic explanation for this bloodline: you contracted the curse but you had some sort of resistance to it that mutated the curse. It could be that a failed attemp to cure the curse caused the mutation, the curse runs in your family and your family has gradually developed a resistance to it, you were cursed as a child and learned to control the magic of the curse, feral or nature spirits took pity on you and taught you a way to use the curse. Or maybe you don't have the curse but you are somehow descended from nature spirits or somewhere in the past an ancestor was a druid.
I completely disagree with Barbarians, Druids or Rangers having lycanthropic templates, because to me they would have feral templates based on being friends to feral and animal nature spirits or they worship animal totens or something like that.

Phage |
You could also just approach it that you are a sorcerer with the curse, but because of you innate magical ability you are not so typically ruled by it like most.
You could then use the same lycan template, but also add on some bonuses representing your ability to apply magic to a magical curse!
I think one of the issues people are also having is that Paizo is lacking good PC templates in general. If you could choose any class combo and then apply templates like feral, lycan, undead, etc I would be totally for it, but until then you need to work within the models that you have and for sorcerer it is fairly limited bloodlines (many of them sure, but none super fleshed out).

Stynkk |

James Jacobs ruled that fast healing stops bleed damage. So you can't give it out too early. Maybe instead of flat out fast healing, it should be fast healing x rounds per day where x = sorcerer levels.
I think that the solution to this problem is to give Regeneration X (Silver).
When being damaged with a silver weapon the regeneration stops for the next round, it also stops while the creature is unconscious. It seems a bit weaker than Fast Healing, which is nice.

Parka |

Gignere wrote:
James Jacobs ruled that fast healing stops bleed damage. So you can't give it out too early. Maybe instead of flat out fast healing, it should be fast healing x rounds per day where x = sorcerer levels.I think that the solution to this problem is to give Regeneration X (Silver).
When being damaged with a silver weapon the regeneration stops for the next round, it also stops while the creature is unconscious. It seems a bit weaker than Fast Healing, which is nice.
Certainly you're not thinking of this regeneration!?!?!
Regeneration (Ex): A creature with this ability is difficult to kill. Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning (although creatures with regeneration still fall unconscious when their hit points are below 0). Certain attack forms, typically fire and acid, cause a creature's regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally. The creature's descriptive text describes the types of damage that cause the regeneration to cease functioning.Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
A creature must have a Constitution score to have the regeneration ability.
Format: regeneration 5 (fire, acid); Location: hp.

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Parka wrote:Yes, that's the regeneration... it's like fast healing, but with an active way to disable it along with the fact that it shuts off when unconcious, a low number should make it fine as a replacement for the DR X/silverCertainly you're not thinking of this regeneration!?!?!
Yeah but identifying were beasties by severed limbs is a stable of many a were-creature story. Regen doesnt work that way...
Maybe an adjusted form of Fast Healing that requires the subject to be concious... but again many a were story doesnt seem to rely on that.
I think fast healing is the way to go but at the higher levels (like 9+)

Parka |

Parka wrote:Yes, that's the regeneration... it's like fast healing, but with an active way to disable it along with the fact that it shuts off when unconcious, a low number should make it fine as a replacement for the DR X/silverCertainly you're not thinking of this regeneration!?!?!
Where do you see that it shuts off when the creature reaches unconsciousness? It didn't used to back in 3.5, and I see nothing to that effect in the text. In fact, I don't see how it could actually keep you from dying (like it says it's supposed to in the text) if it turned off when you lost consciousness. Regeneration is basically a better form of Fast Healing. It also lets you re-grow parts of you that are severed (like your head), something Fast Healing can't do either.
I'm familiar with Regeneration from 3.0/3.5, where it was what made the Tarrasque unkillable. Nothing overcame its Regeneration, so as soon as conditions allowed any part of it to begin healing, it would do so.
The only thing I really see that changed from 3.5 to Pathfinder is that it doesn't convert damage to non-lethal anymore, and it just "turns off" for a turn whenever you are hit with your weakness instead, which allows you to die normally.

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I agree that you should have fast healing but I think it should be an activated ability or an ability that works for a number of consecutive rounds. Like:
A number of times per day equal to your Cha mod you gain fast healing 1 for 5 rounds. Then it improves a little later (either in value or in rounds).
Or, for a number of rounds per day equal to 4 plus your charisma mod you gain fast healing 1. These rounds do not have to be consecutive. You gain 2 additional rounds per level.

Malachite Ice |

MalachiteIce wrote:I do think that a 'lycanthropic' bloodline is an error, and that the specific should be preferred over the general. In fact, I'd probably do that to the Undead bloodline, too, and break them out into rougher divisions of the corporal undead (ghoul, vampire, lich). Hmmm ...I respectfully disagree. I think there is some value to creating broad bloodlines that give the general sense of each ancestry. See: Dragons, Elementals, Undead, etc. Creating a specific bloodline for each sub-set would take forever. This is for economy while preserving feel and roleplaying elements.
Each element already has its own bloodline, effectively, since the sorcerer chooses an element. I wasn't really thinking of a truly different bloodline path for each, more a 'customizable' one - an Undead bloodline, for example, with perhaps some slight tweaks based on the general type of undead (bestial cannibal / suave threat / undying revenant) being the groupings. Draconic magic would be different as regards the elemental focus of each dragon anyway, and I'd rather economize by creating / customizing what the player is interested in than by being too general in advance.
Although I certainly do take your point about the time and effort involved. I don't think it would be that bad, however, and it would add significant flavor to the sorcerer character who benefits from the work.
MI