| keaton13 |
So my oracle has just contracted lycanthropy and we do not have a way to heal it currently (without finding wolfsbane or something) and I do not have strong enough magic to cure it (for two more levels) and I out power any known divine caster we've met so curing it quickly not likely. I am looking for ways to control said affliction, I know in 3.5 there was a skill but is there anything (skill, feat, item etc.) that allows an afflicted person to gain control of their shifting? or am I just going to be making con checks to save my ass?
| Ecaterina Ducaird |
So my oracle has just contracted lycanthropy and we do not have a way to heal it currently (without finding wolfsbane or something)
Knowledge about humanoids (which I think is what your were creatures are) is a Knowledge local from memory. Lycanthropy called a curse, but is dealt with via a Heal or Remove disease. Depending on how your GM feels, it might be Knowledge:'Curses' (Religion / Arcana) or it might be a heal check to tell you more about dealing with it as a disease.
I'm hoping someone can pass one of those checks, otherwise, things are going to get real for you if you can't make good saves every month.
Wolfsbane is a naturally occurring herb / plant. I'd suggest step 1 is to pull out the Knowledge: Nature either on yourself or some other party member to track some down. Failing that... Wolfsbane It's 5sp a dose at an alchemist / equipment supplier.
But Lycanthropy I believe is also un-curable after either your first change or 3 days... Nor am I aware of any way to control the affliction once it manifest in PF. So one may wish to consider a certain level of alacrity in this endeavour.
| boring7 |
Wish, or a quest, or a quest that ends with a granted wish.
I'm one of those filthy suspected-furries that genuinely *likes* non-evil werewolves, but the rules and the curse thing are meant to be a problem. Back in 3.5 there was some optional method where you could take the "control shape" skill, I think it was Charisma-based and the DCs were higher than the DC 20 will save, but eventually the idea was an infected could "learn to control the beast within" for the minor boost. Other made-up homebrew options include purposely failing your DC 20 will save on a full moon, changing shape, and succeeding at a much HIGHER will save to control yourself once you turn into an animal.
But RAW, you're stuck, it's a curse, and it will only hurt and destroy you and your party.
| rungok |
I'd say buy some silver or Mythril (Which counts as silver) shackles for yourself once you know what's gonna happen to you. Then, I also suggest buying a few silver weapons and handing them to your TRUSTED party members. You also may want to ask the DM about the chances of finding wolfesbane on a really frikkin high survival check to forage in a forest area.
Make it an interesting roleplay experience, even if it overall causes problems for the party until it can be cured. If it's good roleplay, it's less of a burden and more fun for the game.
Heck, if you turn out to *like* the abilities of the werewolf, perhaps questing for a wish would be a good thing too. imagine, having your wish in hand, and not knowing whether to wish to be cured... or wishing to have control.
| boring7 |
Any party should at least have rope, OUGHT to have masterwork manacles. Never know when you'll be on a hostile extraction for a Johnson and you don't want corpsec on your ass.
Oh, sorry, I shifted genres there for a second.
Note, if you questing for control, try and make yourself non-infectious. Don't want an enemy coming back stronger later.
Edit: Like Rungok said, whatever you do besides the RAW cure methods is going to be a "roleplay experience," It's asking for plot and it's going to involve the DM making things up.
| sunbeam |
There's not really much you can do to control it except boosting your Con score to resist the changes. Curses are meant to be detrimental, not give characters new superpowers.
That's one kind of story.
But there is another one where it does give you superpowers.
And the curse story is inherently duller than the one where you are bitten by a radioactive spider.