Making a werewolf


Advice


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Using the APG race builder and using the kitsune as a base, I created a werewolf-lite that I felt was reasonable for a player to use.

Ok...I have worked out the kitsune
Humanoid (shapechanger) - 0
Medium - 0
Standard ability - 0
Standard language - 0
Change shape, lesser - 3
Bite - 1
Low ligt vision - 1
Skill bonus (agile) - 2
Spell like ability, lesser - 1

Total 8rp

From this, I made the wolfling (cheap werewolf, able to get boosted by feats)

Humanoid (shapechanger) - 0
Medium - 0
Standard language - 0
Bite (1d6) - 2
Lowlight vision - 1
Specialized stats
+2 str, +2 con, -2 chr - 1
Moontouched DR - 3
spell like ability
beast shape 1 - 6

Total 13rp

Thoughts? Suggestions?

I've considered making the spell like ability only 5 points and limiting the shapechange to one form (that of the hybrid, giving him +2 str and +2 NA.
Suggestions? Comments?

Dark Archive

Lycanthropes typically get a wisdom bonus. That would make more sense than the constitution bonus, and it would save you a point (Also, +2 strength and constitution is really strong). That would leave you with a 12 RP, which is pretty comparable with the core races.

If you were making a stronger version, I would suggest giving it scent (4 RP), natural armour and improved natural armour (3 RP), and alter self at will on top of beast shape I (for another 4 RP), giving a pretty good indication of a lycanthrope for 23 RP.


Thanks Mergy. I thought about scent, but they will get that when they switch to hybrid form using beastshape 1, as well as the NA. When I looked at the lycanthrope hybrid in the bestiary I saw their con went up, but their wisdom stayed the same. I guess I could switch it to a standard ability score (+2 str, +2 wis, -2 chr).

What would the point be for alter self as well as beastshape?

Also, I am thinking a feat to be able to shift to wolf form, comparing to the kitsune.

I was also thinking about a +? to animal empathy for wolves and direwolves, but a -? for all other animals, since by myth normal animals are scared of werewolves.

Grand Lodge

I played a werebear once. Just refluffed barbarians and had transformations per day instead of rages, took rage powers that gave me a bite, claws and scent.


Interesting thought, Winston. But, I am trying to get my player away from playing barbarians. He's not ready for a spellcaster yet, but I'm trying to get him away from the halforc barbarian he almost always plays. lol, it's a rut he likes to stay in.

Dark Archive

malanthropus wrote:

Thanks Mergy. I thought about scent, but they will get that when they switch to hybrid form using beastshape 1, as well as the NA. When I looked at the lycanthrope hybrid in the bestiary I saw their con went up, but their wisdom stayed the same. I guess I could switch it to a standard ability score (+2 str, +2 wis, -2 chr).

What would the point be for alter self as well as beastshape?

Also, I am thinking a feat to be able to shift to wolf form, comparing to the kitsune.

I was also thinking about a +? to animal empathy for wolves and direwolves, but a -? for all other animals, since by myth normal animals are scared of werewolves.

The point of alter self is that I imagine the base form of this creature to be the hybrid form. Alter self allows at will humanoid, while beast shape allows at will wolf form; that's the best way in my opinion to mimic the lycanthropic transformation.


Nice. I like the thought. I started with a base human, shifting to hybrid, but I can see it going the other way. Damn...he just got expensive.

wolfling:

Humanoid (shapechanger) - 0
Medium - 0
Standard language - 0
Bite (1d6) - 2
Lowlight vision - 1
Standard stats
+2 str, +2 wis, -2 chr - 1
Moontouched DR - 3
Alter self -4
scent -4
Natural armor -2

Then set up a feat at +3 BAB to let them shift to a single wolf form. (per kitsune and beast form 1)

15 points total...


I dont really think the exsisting werewolf is that overpowered, about the same as you have built there, a smallish bite attack, +2 wis on top of whatever the race gets, and whenever he does hybrid form he gets +2 STR and CON. I'd say just give your player the template right out of the beastiary 1 and maybe give him a 1 level adjustment.

Asta
PSY


I'm trying to avoid a level adjustment. The bestiary gives +2 str, +2 dex, +3 con, gains dr10/silver, +4 natural armor

That's a lot more than I am giving.

And they aren't actually getting any bonuses for going into hybrid, they just (at this point) get a +10 to disguise themselves as a human when they alter self.


Let him be a werewolf but either you control him during transformation or he only gains part of the power until he tames "the beast within". I find this limits their power until at later levels.

Dark Archive

malanthropus wrote:

I'm trying to avoid a level adjustment. The bestiary gives +2 str, +2 dex, +3 con, gains dr10/silver, +4 natural armor

That's a lot more than I am giving.

And they aren't actually getting any bonuses for going into hybrid, they just (at this point) get a +10 to disguise themselves as a human when they alter self.

What the Bestiary is actually giving is the physical stats of the normal form or the animal form, whichever is better. That's why the werewolf increases his dexterity and constitution while in hybrid form.

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