Advice on limiting the power of a pretty powerful character


Pathfinder First Edition General Discussion

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So my 5th level ranger is entirely capable of killing a few giants singlehandedly.
This is obviously a little game breaking.
He's able to do so because he's a dire wereboar, and may shift into it at any moment.
I was thinking of taking that away somehow, such as the character allowing himself to be put under a dominate spell by a party member, or having some sort of equipment he carries around that's like a magic choke chain. Essentially, I'd like the party to control his transformations, as opposed to him saying "Well, I'm just going to turn every enemy thrown at me into red smears, and not let anyone else have some of the action."

Anyone have any ideas?

I like the idea of the limiting feature actually being a tangible thing. Like shackles, or a choker, something he'd probably be able to resent, but that he realizes is necessary.


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How about someone cures him of his ailment and he becomes human? Or how about not transforming because its ridiculous the DM allowed it in the first place?


How did you manage to end up with a dire wereboar wildshape at will ranger in the first place?

Sigh... Have a passing cleric cure him.


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1.) You shouldn't have Lycanthrope PCs in the first place.

2.) He's supposed to lose control when transforming, ain't he? Your DM should probably enforce that next time so the party is forced to kill him or enact "Plan: DM's Saving Throw" to remove his lycanthropy completely.


1. Right, well, I'm not sure natural lycanthropy can be cured. Could be wrong though.
2. We've already established in the campaign that the half orc tribe he came from also were lycanthropes, and the party is assisting the character finding them, because he was separated shortly after birth.
3. It provides a lot of fun when the shite hits the fan, and he grows all big and griblbly to turn things back in our favor.
4. I'm pretty much looking for ideas because there inquisitor running around with us is starting to get a little tired of the whole lycanthropy, and I don't want the character to wake up one morning with a silver dagger headed for his heart.

If this sounded snarky, I didn't intend it to. I'm still relatively new to the game, just trying to get consensus from those more experienced.


And actually, according to the beastiary, only afflicted lycanthropes go bat shit, naturals have more control over themselves.


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Wait, you let your player CREATE a ranger who can wildshape at will into a dire wereboar?

What sort of level adjustment did you make? He has five levels of ranger now? So what level are the rest of the party?

Does the party include iron golem inquisitors?


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Thickfreakness wrote:
And actually, according to the beastiary, only afflicted lycanthropes go bat s#@@, naturals have more control over themselves.

So lemme get this straight.

You have a Ranger who can, at will, increase his Str/Con/Natural Armor by 2 and gain DR/10 Silver.

And this was approved upon character creation?

*Sigh*

F!+$ it, whoever allowed this brought it on themselves.


Adamantine Dragon wrote:

Wait, you let your player CREATE a ranger who can wildshape at will into a dire wereboar?

What sort of level adjustment did you make? He has five levels of ranger now? So what level are the rest of the party?

Does the party include iron golem inquisitors?

No, with the way level adjustment works for playing a "monster" character, i'm at ranger 1, with 5 hit die, and 3 feats. Everyone else is in fact at 5th level right now.


Rynjin wrote:
Thickfreakness wrote:
And actually, according to the beastiary, only afflicted lycanthropes go bat s#@@, naturals have more control over themselves.

So lemme get this straight.

You have a Ranger who can, at will, increase his Str/Con/Natural Armor by 2 and gain DR/10 Silver.

And this was approved upon character creation?

*Sigh*

F$!+ it, whoever allowed this brought it on themselves.

Yeah, I know, the wild shape is kind of overpowered, but not in scale with what's beig thrown at us. It's a party of 8, so we're not just killing boars in a forest, or being ambushed by a few highwaymen.

So far we've had to run up against an undead horde, a rampaging tribe of orcs, and a demon incursion, so the wild shape just adds the option of an "oh shit" button. But it doesn't come up often, as bringing a house down on myself when shifting, or squeezing to death in a cramped tunnel puts a bit of a lid on it.


Something's not right.

How does he kill everything in sight as a dire wereboar? Is he using powerful charge or something with feats like vital strike?

What exactly is causing the power discrepancy?


Right now he's sitting at 27AC in hybrid form, with 2 1D6 claws, a 2D8 gore, and a 1D8 bite, a ridiculous intimidate skill, and ferocity. Add that to dr/10 silver, and you've got a nigh untouchable killing machine at 5th level. I'm expecting it'll balance out at later levels, as his attacks don't improve significantly, and half of the enemies weapons bypass his dr, but for now, it's a bit crazy.


Well it's not as overpowered now that you've stated that the level adjustment is in play (but still DR/10 is kinda ridiculous for a PC IMO).

But I agree with Adamantine, how is he murdering everything? Since he's only level 1 he shouldn't be better than the rest of the martial damage dealers in the party.

Edit: 2d8 Gore? How?


Rynjin wrote:

Well it's not as overpowered now that you've stated that the level adjustment is in play (but still DR/10 is kinda ridiculous for a PC IMO).

But I agree with Adamantine, how is he murdering everything? Since he's only level 1 he shouldn't be better than the rest of the martial damage dealers in the party.

Edit: 2d8 Gore? How?

BAB 5, STR 25, Con 19, and 4 attacks a turn is nasty at 5th level anyway, but the fact that if all attacks hit, and he rolls only 1's for damage, it's still around 33 damage is just stupid.

Also, according to the lycanthrope template, I gain all of the natural attacks of the base animal, and dire boars have a 2d8 gore.


Well, the AC and damage doesn't sound all that awesome for a level 5 melee character, so the DR 10/silver sounds like the problem.

I had thought you were the GM, it sounds like you're the player with the character.

I wouldn't play a character like this for so many reasons that it's pointless to even go into it. As a GM I wouldn't allow anything like this. If I was a player and the GM allowed another player to do this, I'd probably find another game to play.

I guess my only advice is ditch the character and play something that keeps you in balance with the other PCs. Trying to "control" this beast just reinforces the obvious fact that the rest of the party is playing minion to your boss and frankly I'd get tired of that in about, oh, five minutes.


How do you have claws and a bite, a dire boar only has a gore, so a werebore would only have a 2d8 gore


Adamantine Dragon wrote:
I guess my only advice is ditch the character and play something that keeps you in balance with the other PCs. Trying to "control" this beast just reinforces the obvious fact that the rest of the party is playing minion to your boss and frankly I'd get tired of that in about, oh, five minutes.

That's why I was hoping to think of a way to allow the party to entirely control him. Literally the opposite of what you said, he'd be similar to a chained beast that they control. I'd be the minion to them being master. And the idea of literally being magically chained or restrained in a similar fashion completely reinforces that.


CWheezy wrote:
How do you have claws and a bite, a dire boar only has a gore, so a werebore would only have a 2d8 gore

The claws come from Apect of the Beast, (A perk available to lycanthropes for free), and the bite is from the toothy trait, being that he's a half Orc.


Thickfreakness wrote:
Adamantine Dragon wrote:
I guess my only advice is ditch the character and play something that keeps you in balance with the other PCs. Trying to "control" this beast just reinforces the obvious fact that the rest of the party is playing minion to your boss and frankly I'd get tired of that in about, oh, five minutes.
That's why I was hoping to think of a way to allow the party to entirely control him. Literally the opposite of what you said, he'd be similar to a chained beast that they control. I'd be the minion to them being master. And the idea of literally being magically chained or restrained in a similar fashion completely reinforces that.

Sorry, I think you misunderstand. You want to be the nuclear bomb the party unleashes. When the party can't manage the situation, they turn loose their secret weapon who tears through the opposition that was making them pee their pants.

You = boss
They = minions

Being "chained up" when your awesome powers are not needed means nothing if you still end up being the big bag of awesomeness that saves the day.


Adamantine Dragon wrote:
Thickfreakness wrote:
Adamantine Dragon wrote:
I guess my only advice is ditch the character and play something that keeps you in balance with the other PCs. Trying to "control" this beast just reinforces the obvious fact that the rest of the party is playing minion to your boss and frankly I'd get tired of that in about, oh, five minutes.
That's why I was hoping to think of a way to allow the party to entirely control him. Literally the opposite of what you said, he'd be similar to a chained beast that they control. I'd be the minion to them being master. And the idea of literally being magically chained or restrained in a similar fashion completely reinforces that.

Sorry, I think you misunderstand. You want to be the nuclear bomb the party unleashes. When the party can't manage the situation, they turn loose their secret weapon who tears through the opposition that was making them pee their pants.

You = boss
They = minions

Being "chained up" when your awesome powers are not needed means nothing if you still end up being the big bag of awesomeness that saves the day.

Well, kinda can't argue with that.

The only thing I have to say in my defense is that the rest of the party seems to actually like the character. A lot. And at this point it's story centric, we've been tracking down his tribe for the last few weeks now.

Edit: Also, I was thinking about it, and really, it's sort of a hulk type situation. Because I'm reasonably sure that even a super human, an armored laser blasting juggernaut, and a god are thankful for the ridiculousness that is the hulk.


Ok, here's a question. How do you have 4 attacks? Don't forget the gore attack is a secondary if you're using a melee weapon (which means it takes a -5 penalty to hit.)

EDIT: scratch that, I caught up on my reading.


Well here's the thing with that.

A.) The Wereboar statblock's Wereboar only has a 1d8 gore, and a Dire Boar only has a 2d6 Gore anyway.

But that's not a huge deal.

The problem is that you have a whole bunch of things that were meant for one-shot, powerful NPC characters to possess, that are not balanced for everyday use by a PC.

None of the things separately is an issue (well except the DR), but taken together you have: More attacks, higher Str/Con (effectively a Half-Rage at will), and a HEFTY damage resistance leg up over anyone in your party. The level adjustment doesn't do much to fix that since really all you've lost is your Combat Style Feat, 2nd favored Enemy, and Favored Terrain, but you've kept the BaB and Hit Dice and gained other things to compensate for those losses.

Seriously, just petition your DM to strip your powers and have you come back as a Level 5 Shapeshifter Archetype Ranger. Reflavor Bear to Boar and you're now back on par with the rest of your party and lose none of the flavor.

kyrt-ryder wrote:
No moreso than it is for an NPC IMO

Look at it this way, an NPCs DR will not often come up in more than one fight. Its impact is negligible in the overall scheme (but significant for that one fight).

Meanwhile, on a PC that damage negated accumulates. It is much more effective in the long run for a character that will participate in every possible battle. Whereas that NPC lycanthrope took an extra hit or two to kill, this PC lycanthrope is taking anywhere from 10-50% less damage in every battle in his career.


So your character becomes an NPC and the GM takes control. The ability to wildshape becomes unreliable and only happens under extreme stress. You roll up a level appropriate new PC that is not overpowered compared to your party.

Then you return wereboar dude back to his tribe as soon as possible and move on.

I am not trying to be critical here, but this is the sort of thing that makes me wonder whether I'm even playing the same game as some other people sometimes.

I simply don't understand how it is fun for the group for one member of the party to completely overshadow the rest of the group. As I said before, I'd get tired of this in five minutes.


.. or Rynjin's suggestion works too. I don't even know why you would want to play this character. I'd dump it in an instant. But then I'd never have started playing such a thing in the first place.


Rynjin wrote:


Look at it this way, an NPCs DR will not often come up in more than one fight. Its impact is negligible in the overall scheme (but significant for that one fight).

Meanwhile, on a PC that damage negated accumulates. It is much more effective in the long run for a character that will participate in every possible battle. Whereas that NPC lycanthrope took an extra hit or two to kill, this PC lycanthrope is taking anywhere from 10-50% less damage in every battle in his career.

Assumption A: The NPC won't live to fight another day.

Assumption B: The PC's aren't just overpowering the damage reduction with high damage two-handed attacks (which work just as well against a PC), meanwhile, an NPC with DR 10 is virtually immune to low level arrows unless they penetrate the DR.

Assumption C: damage mitigation somehow makes a PC more powerful instead of just reducing the party's gold tax on cure light wounds wands.


Eh, first real character, wanted it to be something special.
I actually like the idea of him returning to the tribe, and me rolling up a new guy.
I'll be sad to see it go, but whatever.


Adamantine Dragon wrote:
Thickfreakness wrote:
Adamantine Dragon wrote:
I guess my only advice is ditch the character and play something that keeps you in balance with the other PCs. Trying to "control" this beast just reinforces the obvious fact that the rest of the party is playing minion to your boss and frankly I'd get tired of that in about, oh, five minutes.
That's why I was hoping to think of a way to allow the party to entirely control him. Literally the opposite of what you said, he'd be similar to a chained beast that they control. I'd be the minion to them being master. And the idea of literally being magically chained or restrained in a similar fashion completely reinforces that.

Sorry, I think you misunderstand. You want to be the nuclear bomb the party unleashes. When the party can't manage the situation, they turn loose their secret weapon who tears through the opposition that was making them pee their pants.

You = boss
They = minions

Being "chained up" when your awesome powers are not needed means nothing if you still end up being the big bag of awesomeness that saves the day.

I... am not quite sure I understand this logic. How are they the minions when they're controlling him? He might be the secret weapon but he's THEY'RE weapon, not his own. They don't follow his orders, they use him like any other tool.


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Thickfreakness wrote:

Eh, first real character, wanted it to be something special.

I actually like the idea of him returning to the tribe, and me rolling up a new guy.
I'll be sad to see it go, but whatever.

Rynjin's approach lets you keep the flavor. It's not the flavor I have any issue with, it's the mechanics.

There are different ways to enjoy the game. One way is to just revel in the awesome damage that a character can do, no matter what that means in terms of the other characters.

To me the enjoyment comes from overcoming challenges and winning against the odds. Having the odds stacked in my favor so that I just knock over the opposition just bores me.

Different play styles. I didn't mean to imply that you were playing wrong. I just truly and sincerely don't understand the appeal of that sort of play. But I know that it is a very common thing for people to really enjoy.

Heck, maybe I'm the one that's missing something.


kyrt-ryder wrote:
Adamantine Dragon wrote:
Thickfreakness wrote:
Adamantine Dragon wrote:
I guess my only advice is ditch the character and play something that keeps you in balance with the other PCs. Trying to "control" this beast just reinforces the obvious fact that the rest of the party is playing minion to your boss and frankly I'd get tired of that in about, oh, five minutes.
That's why I was hoping to think of a way to allow the party to entirely control him. Literally the opposite of what you said, he'd be similar to a chained beast that they control. I'd be the minion to them being master. And the idea of literally being magically chained or restrained in a similar fashion completely reinforces that.

Sorry, I think you misunderstand. You want to be the nuclear bomb the party unleashes. When the party can't manage the situation, they turn loose their secret weapon who tears through the opposition that was making them pee their pants.

You = boss
They = minions

Being "chained up" when your awesome powers are not needed means nothing if you still end up being the big bag of awesomeness that saves the day.

I... am not quite sure I understand this logic. How are they the minions when they're controlling him? He might be the secret weapon but he's THEY'RE weapon, not his own. They don't follow his orders, they use him like any other tool.

Kirt, if you don't understand what I meant in the post above, I have a feeling that I won't be able to explain it to you no matter how hard I try.


I understand you're saying the character overshadows his fellows, and he does. But that does not a boss and his minions make. A boss gives orders and his minions follow them. In this scenario he'd be the minion.


kyrt-ryder wrote:
I understand you're saying the character overshadows his fellows, and he does. But that does not a boss and his minions make. A boss gives orders and his minions follow them. In this scenario he'd be the minion.

As I said. If you don't understand by now, I don't think I can explain it so that you will. And frankly I don't have the energy or motivation to try.


Fair enough, sorry if I'm being dense here.


kyrt-ryder wrote:
I... am not quite sure I understand this logic. How are they the minions when they're controlling him? He might be the secret weapon but he's THEY'RE weapon, not his own. They don't follow his orders, they use him like any other tool.

Did you ever read the manga/watch the show (either of them) Hellsing?

Basically involves Alucard the vampire being in the service of this group called Hellsing whose job is to protect the world from other vampires and such.

Alucard, to put it simply, is busted as all hell. At one point in the show he sits on an airplane in broad daylight, flying over the Atlantic ocean, sipping a glass of wine, and eating a steak (flavored with garlic) with a silver fork and knife. He is shown repeatedly regenerating from things like having his body obliterated, being decapitated and so on because every person he has ever eaten acts as "extra lives" for him. Effectively, they re-die in his place, making him virtually indestructible on top of him being largely immune to every classic vampire weakness you could care to think up.

He is the most powerful being on the planet, but he is in the control of Integra Hellsing.

But you may notice something about the show. While Alucard is ostensibly under her control and is therefore the "minion" in the show...he takes up 80-90% of the total screentime. While he is the minion and must ask permission to really let loose ("release restrictions") in battle, he is definitely the main character of the show.

And that is pretty much the point Adamantine was making.


Rynjin wrote:
kyrt-ryder wrote:
I... am not quite sure I understand this logic. How are they the minions when they're controlling him? He might be the secret weapon but he's THEY'RE weapon, not his own. They don't follow his orders, they use him like any other tool.

Did you ever read the manga/watch the show (either of them) Hellsing?

Basically involves Alucard the vampire being in the service of this group called Hellsing whose job is to protect the world from other vampires and such.

Alucard, to put it simply, is busted as all hell. At one point in the show he sits on an airplane in broad daylight, flying over the Atlantic ocean, sipping a glass of wine, and eating a steak (flavored with garlic) with a silver fork and knife. He is shown repeatedly regenerating from things like having his body obliterated, being decapitated and so on because every person he has ever eaten acts as "extra lives" for him. Effectively, they re-die in his place, making him virtually indestructible on top of him being largely immune to every classic vampire weakness you could care to think up.

He is the most powerful being on the planet, but he is in the control of Integra Hellsing.

but you may notice something about the show. While Alucard is ostensibly under her control and is therefore the "minion" in the show...he takes up 80-90% of the total screentime. While he is the minion and must ask permission to really let loose ("release restrictions") in battle, he is definitely the main character of the show.

And that is pretty much the point Adamantine was making.

Honestly, comparing my character to alucard is kind of a stretch. He is not NEARLY that powerful.

And when the campaign is actually involving more than one character, that's a bit unfair.
If anything, he's the hulk on Prozac.


Oh no, your character's nowhere near THAT bad.

But it was the only example I could think of on short notice.


Hmmm, I do see what you're getting at Rynjin, and in this case I might well be inclined to agree considering the party's goal right now is finding the wereboar's tribe.

I didn't make a connection to something like that in part because it's dependent on HOW the character is played (Alucard is a very arrogant personality who pretty much demands the spotlight) and in part because the power disparity can't possibly be nearly as bad as it is in that story unless the character in question were a lot stronger relative to the party than Thickfreakness' character is.

Now to provide a constructive suggestion... have you considered giving up the Ranger level for one additional CR? It's basically a +1 to hit, armor proficiency, +2 to fortitude and reflex, and a few extra skill points and hit points. Losing it shouldn't hamper your character a huge amount but might help tone it back that bit you need to not feel too overpowering.


Is it even possible to play a character without a class level?


Of course it is. Your 'class' - mechanically speaking- is Wereboar.

Lycanthropes (being sort of part animal) can still fairly well pull the traditional Ranger role of tracking and wilderness stuff with the skill points they have, if that's how you want to spend them. (Keep in mind you get 2+int skill points per humanoid hit die)


Plenty of monsters do, and I'd say your character counts as a monster. You effectively have 5 levels in Lycanthrope, which we'll call a weird Druid/Barbarian multiclass/mash-up.

And anything is possible if your GM allows it.

But IMO either making a new character or having a more toned down version of the same thing (Shapeshifter Ranger, Boar Shaman Druid with the Rage Subdomain, Savage Barbarian with a little reflavoring, Beastmorph or Ragechemist + Vivisectionist Alchemist, and so on) might end up being both a simpler and better solution in the long run.


Honestly, I'm just expecting to be hunted down by a roaming group of inquisitors before I would actually get the time to redo the character. But I'll certainly think about that.


something tells me this was brought over from 4e >_>


Except in 4E monster mechanics aren't in any way, shape, or form accessible to players. The two are separate and never shall they meet.

Silver Crusade

I'm sorry but you made that bed so you're gonna have to lay in it.


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The conversation about wether a dire-were-orcboar can have claws seems trivial at this point.

It wasnt the dire wereboar that got me.
It wasnt even the 'yeah he's an orc.... dire wereboar' that got me.
It wasnt even the fact that this monstrosity was allowed by a gm
or that it was controllable by a pc...
or that it's still around after being soundly proven to be overpowered...
...
Its that somewhere out there is a whole herd of them

And the whole tribe better all have an 18 charisma or I call shennanegins.


I blame Delerium

Dark Archive

I believe this kind of thread is called a 'humble brag'.


All these replies and not one person has attempted to answer the question.

OP: I think you've come up with the best suggestion with the choke chain. You could have a simple collar with silver spikes pointing inwards; to change with it on would mean that they go straight through the character's neck.

If you want to play on his bestial nature, perhaps a full gimp-mask?

I would also consider having the unlocking/unleashing method to be a short ritual, involving more than one character, rather than a simple key or whatever. This would lend itself to the urgency of the situation; that is, in an emergency, do the characters continue with what they're doing or do they give up actions to unleash the fury?

A quick example: to unlock the collar, 4 magical keys need to be pushed into recesses on each side of the collar; each key must be held by a different individual.
The mechanics: 4 characters must stand next to the ranger and remain there for x rounds.

Note: Should the lycanthrope ever touch a key, or remove the collar without the keys, he will die.

Perhaps the change can only be brought about by the sound of a musical/magical instrument of some sort.


MacFetus wrote:

All these replies and not one person has attempted to answer the question.

OP: I think you've come up with the best suggestion with the choke chain. You could have a simple collar with silver spikes pointing inwards; to change with it on would mean that they go straight through the character's neck.

If you want to play on his bestial nature, perhaps a full gimp-mask?

I would also consider having the unlocking/unleashing method to be a short ritual, involving more than one character, rather than a simple key or whatever. This would lend itself to the urgency of the situation; that is, in an emergency, do the characters continue with what they're doing or do they give up actions to unleash the fury?

A quick example: to unlock the collar, 4 magical keys need to be pushed into recesses on each side of the collar; each key must be held by a different individual.
The mechanics: 4 characters must stand next to the ranger and remain there for x rounds.

Note: Should the lycanthrope ever touch a key, or remove the collar without the keys, he will die.

Perhaps the change can only be brought about by the sound of a musical/magical instrument of some sort.

You sir, are brilliant. That's exactly what I was thinking of. And as it was pointed out earlier, the situation with my character is a bit like alucard, and the idea of him quite literally uncaging the beast sounds perfect. I like the idea of headgear, but I don't know if a gimp mask exactly... works. Maybe a muzzle? (Big tusks and all.) the collar sounds brilliant, especially with the keys.

I'd like the idea of actual shackles too, but I feel like that'd just lower my AC/Dex, rather than actually do anything.


Vincent Takeda wrote:

The conversation about wether a dire-were-orcboar can have claws seems trivial at this point.

It wasnt the dire wereboar that got me.
It wasnt even the 'yeah he's an orc.... dire wereboar' that got me.
It wasnt even the fact that this monstrosity was allowed by a gm
or that it was controllable by a pc...
or that it's still around after being soundly proven to be overpowered...
...
Its that somewhere out there is a whole herd of them

And the whole tribe better all have an 18 charisma or I call shennanegins.

Well, honestly, it all came around when I was looking at the alternate racial traits for the half Orc. I saw Toothy. Now, orcs have always looked fairly "piggy", but I liked the idea of legitimate tusks. Then I saw the lycan template, and gears started turning.

Also, it's been determined that no, the entire tribe of half orcs are not dire wereboars, simply normal ones. And not even all of them, for that matter. My character either just got good genes, was somehow enhanced magically, born under a full moon, or whatever. He essentially just manifested stronger lycanthropic abilities, similar to a "born alpha male."


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Your GM should learn to be more careful about allowing monstrous races as player characters. Generally speaking, the races without racial hit dice are suitable for play. There may be exceptions outside of those, and even races without racial hit dice aren't guaranteed to be suitable for every game, but DR 10 at 5th level is one really overly effective ability. Four attacks in a round is also really quite powerful, and the classic characters to specialize in lots of attacks (two-weapon fighters, monks, druids wild shaped as big cats) can't even accomplish that yet at this level. So your character is pushing the envelope on access to abilities.

However, if all the players are having fun, then the flub wasn't too bad. From here it's just a matter of making sure nobody develops issues with the party setup. Even if nobody gets mad at you rocking the battlefield, one of the other PCs might start thinking about monstrous races they'd like to play, further complicating the situation (unless the GM is interested in running that group!).

I guess there's a few things you can do from here. The first is that you retire the character, as said.

The second is just a matter of waiting: You don't have to give up your character and you don't have to change anything that has already entered play. You could just play the game being extra-powerful for a level or two, and you don't start leveling up again until you're on par with the party again.

The third attacks the mechanics, but that may be difficult since you've been using these abilities for a while: It's a character rebuild. Such a rebuild could be complete, or it could simply modify the disruptive elements of the character. A GM could keep your character's history and personality but change the mechanics through some different methods; an ancient well that changes the fabric of your being, a magic portal, and divine inspiration work for pretty much anybody on grounds of "Hey, Golarion is ancient, magical and weird."

More specific to your character however, your abilities as a lycanthrope might begin to change due to nothing more than your bloodline (like a sorceror!) -- until now, perhaps they were not fully developed. That gives you license to move ability score boosts around, impose a Will save DC, or introduce a risky berserking mechanic that makes you a danger to the party as well.

If your GM wanted to, you could even use it as a springboard to develop the wereboar further as a sort of 'class' that you level through, although your group might wait on that.

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