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I never really liked the rules for lycanthopes in Pathfinder. Being a werewolf should be a curse, but as soon as you are aware of your condition, you have control over it and all it does is buff you. I have had players try and drag out fights with werewolves just to try and become one for that very reason. So I want to implement a rule change and I’d like people’s opinions on what I have come up with.
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LYCANTHROPY RULE CHANGE
Lycanthropes are humanoids with the ability to turn into animals and animal-humanoid hybrid shapes. Natural lycanthropes are born with this ability and have perfect control over their shapechanging. Afflicted lycanthropes contract this ability like a curse or disease from another lycanthrope; they sometimes change form involuntarily.
All lycanthropes have three forms — a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.
A creature that catches lycanthropy becomes an afflicted lycanthrope, but shows no symptoms (and does not gain any of the template’s adjustments or abilities) until the night of the next full moon, when the victim involuntarily assumes hybrid form, becomes chaotic evil, and forgets his or her own identity, referred to hereafter as feral form. The character remains in this feral form until the next dawn and remembers nothing about the entire episode (or subsequent episodes) unless he makes a DC 20 Will save, in which case he becomes aware of his condition.
Every full moon (including the nights before and after), after becoming aware of his condition, an afflicted lycanthrope must succeed another DC 20 Will save or shift into feral form. All of their class levels and abilities are available to the lycanthrope, and act accordingly for the situation. For example, in the center of a city, they might go on a murdering rampage, and in the forest, they might hunt wildlife. Alignment restricted classes, such as monks and paladins, still retain their abilities and become ex-monks or ex-paladins if they violate their personal codes of conduct while in feral form. A paladin becomes an anti-paladin while in feral form, even if they had previously become an ex-paladin due to violating their code of conduct. After reverting back to humanoid form and regaining control of themselves, the anti-paladin becomes a paladin once again.
Upon succeeding their Will save due to the full moon after becoming aware of their condition, the lycanthrope involuntarily shifts to animal form and has full control of their mind. Struggling to keep their feral form in check, in times of stress or unease, such as combat or a heated argument, they must succeed on another Will save (DC 20 + 1 for every previously successful save that night) each round or shift into feral form. If a feral form lycanthope that is aware of their condition has a calm emotions spell cast upon them, they automatically receive another Will save to regain control of themselves and the DC resets to 20.
An afflicted lycanthrope can give in to their feral side, willingly shifting their alignment to chaotic evil permanently. Doing so causes the lycanthrope to shift into hybrid form instead of animal form upon a successful save during a full moon and stay in control the entire night.