Lycanthropy


Rules Questions

Grand Lodge

First time for this-

A character in my group has been bitten by a werewolf and has contracted lycanthropy.

The description says it can be cured by this:

A remove disease or heal spell cast by a cleric of 12th level or higher cures the affliction, provided the character receives the spell within 3 days of the infecting lycanthrope's attack. Alternatively, consuming a dose of wolfsbane gives an afflicted lycanthrope a new Fortitude save to recover from lycanthropy.

Does this mean that the wolfsbane may only be used once to cure? Or can the character wait a day and try again?


I could read it either way: eat as much wolfsbane as it takes, don't even wait a day, getting a new save each time; or you can only try wolfsbane once, using the rather flimsy semantics of "a dose of wolfsbane" specifies only one use, and "a new Fortitude save" specifies one new Fortitude save.

For the record, I lean toward as many attempts as doses of wolfsbane you can get your hands on, but I could not say either interpretation is canonical based on the text.


I would say you could take multiple doses. Of course, considering the fact that wolfsbane is a DC 16 poison, I would suggest trying to track down a level 12 cleric instead.


I agree. As much as they can survive.

Don't forget about the escalating DCs and durations.


OldManAlexi wrote:
I would say you could take multiple doses. Of course, considering the fact that wolfsbane is a DC 16 poison, I would suggest trying to track down a level 12 cleric instead.

Also, it's a known hallucinogen so good luck knowing you are cured of lycanthropy.


Just out of curiosity: Is the '12th level cleric' part a leftover from 3.5, or do you consider it still in effect, giving Oracles and Witches the middle finger?

Hmm... seems that Druids never got to be able to cure Lycanthropy...


Midnight_Angel wrote:

Just out of curiosity: Is the '12th level cleric' part a leftover from 3.5, or do you consider it still in effect, giving Oracles and Witches the middle finger?

Hmm... seems that Druids never got to be able to cure Lycanthropy...

Good point. Kind of ironic really. Druids would be more in tune with the animal nature of Lycanthropy but they can't cure it the way clerics can. I would probably remove the class restriction. There doesn't seem to be any logical reason for it.

Dark Archive

Robb Smith wrote:

I agree. As much as they can survive.

Don't forget about the escalating DCs and durations.

don't forget the Con damage lowering the fort save also...

Although, I would be tempted to say that if you succeed at the saving throw for the wolfsbane, you get neither the negative (con damage) or positive (extra fort save vs lycanthropy) since you resisted it.


consuming the dose of Wolfsbane is what gives you the extra save.

failing the save against the poison gives you the damage, bit that takes 10 minutes to hit you. when do you get the save vs the lycanthropy?


Lycanthropy is very weird. In the Core Rules, it has Werewolf Lycanthropy listed as a curse, but in the bestiary it's a disease. So admittedly, which one is it?

And a 12th level cleric casting Remove Disease is pretty steep considering the DC is only 15 and it wouldn't be very hard for a cleric of a lesser level to beat it.

Seems very odd in my opinion.

Grand Lodge

Odraude wrote:

Lycanthropy is very weird. In the Core Rules, it has Werewolf Lycanthropy listed as a curse, but in the bestiary it's a disease. So admittedly, which one is it?

And a 12th level cleric casting Remove Disease is pretty steep considering the DC is only 15 and it wouldn't be very hard for a cleric of a lesser level to beat it.

Seems very odd in my opinion.

Lycanthropy is supposed to be a major problem, not something any village prior should be able to dismiss. Druids aren't particurlarly adept with lycanthropy because it's an unnatural curse. Animals with alignments other than neutral are outside of nature's balance.


I went ahead and asked James Jacobs about this. Remember though, that he is only the creative director and not the rules guy. But, I trust his judgement about these things.

http://paizo.com/forums/dmtz2u4o&page=331?Ask-James-Jacobs-ALL-your-Que stions-Here#16502

Pretty much you can add the Oracle to the list. Clerics have to be level 12 because Lycanthropy is supposed to be difficult to get rid of. But again, speak with your GM first. I know JJ doesn't like it when people use his responses as ammunition to get what they want from their GM.


OldManAlexi wrote:
Midnight_Angel wrote:

Just out of curiosity: Is the '12th level cleric' part a leftover from 3.5, or do you consider it still in effect, giving Oracles and Witches the middle finger?

Hmm... seems that Druids never got to be able to cure Lycanthropy...

Good point. Kind of ironic really. Druids would be more in tune with the animal nature of Lycanthropy but they can't cure it the way clerics can. I would probably remove the class restriction. There doesn't seem to be any logical reason for it.

They should instead have a spell that makes an afflicted lycanthrope into a natural lycanthrope :D

On topic:

I guess you can take as many doses in a row as you like; but mind you, it just might kill you.


Section on Lycanthropes in the Broken Moon AP sez:

Quote:

If she fails, the wolfsbane has no affect; though

this cure might be attempted again, the health-sapping
nature of wolfsbane has led many to die of self-aff licted
poisoning in the search for their affliction’s cure.

So what Threeshades said. The AP also mentions a ritual that can turn an afflicted lycanthrope into a natural one (with the fiendish template to boot) with the blessing of the demon lord Jezelda.

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