Werewolves with regeneration


Homebrew and House Rules


I want to make my werewolves a bit more like the old Universal Monsters Wolfman, where he just kept coming back for sequel after sequel. Also, there's a scene in Monster Squad (from the 80s)...

Monster Squad Spoiler:
...where a werewolf was blown up and it pulled itself back together.

So I want to give my werewolves regeneration as a solution, so they can't just be beaten to death by adventurers that can effectively ignore the 5/silver or 10/silver damage reduction.

Right now I'm thinking:
afflicted werewolves get regeneration 1 (silver, mithral, fire)
natural werewolves get regeneration 2 (silver, mithral, fire)

--I know mithral counts as silver for purposes of overcoming damage reduction, but regeneration isn't damage reduction, so I listed mithral specifically.
--I've included fire because myths and "records" about lycanthropy had the (supposed) werewolves burned like (supposed) witches.

This would not replace the damage reduction, but be in addition to it. Alternatively I could replace DR 5/silver with regeneration 5 (silver, mithral, fire) and DR 10/silver with regeneration 10 (silver, mithral, fire).

I'm also toying with the idea of requiring both fire AND silver/mithral to actually kill the creature when it's below its normal death threshold.

But I'm not sure how I want to handle the "turns back to humanoid form when it dies." Do I have it turn back to humanoid form when it's below 0, below its negative CON score, or not at all? It's not dead yet. I'm thinking it might matter whether it was a full moon or not.

If I leave it in its wolf/hybrid form, then that could be a clue to the players that it isn't dead yet.

I'm also thinking about giving my werewolves the ferocity and feral counter abilities of the Bestial werewolf variant from Heroes of Horror. If I give regenerating werewolves ferocity, I would have them fall inert at their negative CON score as though dead.

Bestial Werewolf Feral Counter:
Feral Counter (Ex) While in animal form, the first time each round that a creature damages a bestial werewolf, the bestial werewolf can take an attack of opportunity against the creature. The werewolf must threaten the triggering creature to use this ability.

The other question that arises is how do I handle the humanoid form? Right now I'm thinking in humanoid form the lycanthrope would just have regeneration 0 (silver, mithral, fire). As in they wouldn't regain hitpoints but still wouldn't die. So a humanoid-form werewolf that would otherwise die by hitpoint damage, would just be inert until exposure to the full moon triggered a transformation and the creature began healing again. If it has regeneration 0 while in humanoid form then having it turn back into a humanoid when it passes its negative CON score would mean it's stuck in a death-like state until it is healed or exposed to the moon again.

Anyway, what do you guys think? Any suggestions?


Pathfinder Lost Omens Subscriber

The problem is as soon as the PCs have (silver, mithral, fire) with them they'll bypass both DR AND Regen anyway so your houserule doesn't help werevolves being more durable at all as long as the PCs have the right tools for the job.


My PCs are level 9 and I know they don't have the right tools for the job. I'm looking to change the rules for flavor without breaking the balance. They don't have any silver weapons right now, despite that fact that they really really should.

Since I posted, I've been working on my custom regeneration for lycanthropes. This is what I have so far. It's a modified version of the text for based on the text for standard regeneration from the Bestiary.

Quote:

Regeneration (Ex) Lycanthropes are difficult to kill. The lycanthrope heals damage at a fixed rate, as with fast healing, but it cannot die as long as its regeneration is still functioning. Silver (including mithral) and fire cause a lycanthrope's regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally.

A lycanthrope whose hitpoints drop below the negative equavalent of its Constitution score falls into a death-like torpid state with only its regeneration functioning. During the three days and nights of the full moon, the lycanthrope remains in animal or hybrid form while in torpor; after the full moon it reverts to humanoid form. A lycanthrope in humanoid form has regeneration 0. A regenerating lycanthrope in humanoid form in the torpid state remains in torpor until it assumes animal form on the next full moon and begins regenerating hitpoints again. A regenerating lycanthrope remains in torpor until it is restored to consciousness at 1 or more hitpoints (either by its regeneration or other healing effects).

A regenerating lycanthrope can regrow lost portions of its body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. A regenerating lycanthrope that has been decapitated (by a vorpal weapon or other means) may have its head reattached by regeneration but it cannot regrow its head. A lycanthrope dies if its head is not reattached within the hour. Severed body parts that are not reattached wither and die normally.

Attack forms that don't deal hit point damage are not healed by regeneration. A lycanthrope's regeneration does not restore hit points lost from starvation, thirst, or suffocation but a lycanthrope that has entered a torpid state by other means does not suffer further hitpoint loss from starvation, thirst, or suffocation. While in the torpid state, the lycanthrope has no need to eat, drink, or breathe.


add an and between then so they need silver and fire to turn off the regen


I considered silver/mithral AND fire, but I don't know if I want to make it that hard. It would definitely encourage burning the werewolf remains though.

Though I didn't have the mechanic at the beginning of my campaign, my campaign opened with a werewolf (in human form) being burned at the stake and stabbed with a silver dagger through the heart, so making it silver AND fire wouldn't negate anything that has gone before. (The characters met at a public werewolf burning.)


I went ahead and made it

regeneration 5 (silver and fire)
and
regeneration 10 (silver and fire)

And in the write-up of the regeneration it specifies that mithral counts as silver (like it does for overcoming DR).

I so want to put these in front of the players soon now, but they likely won't come up in the campaign for RL months. (My campaign may be a bit over-built.)


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mithril counts as silver for bypassing things so adding it in is redundant


Lady-J wrote:
mithril counts as silver for bypassing things so adding it in is redundant

The actual wording of mithral is that it counts as silver for overcoming damage reduction. As regeneration is not damage reduction, I have specifically listed it in the write-up for the regeneration. I could have included it in the stat effect too, but just put it in the description as it looked clunky in the hp line of the stats.

The only person who is ever likely to read it in the game is me, and I could adjudicate mithral as it comes up in play, but I prefer to know it's written and clearly defined.


If nothing else, writing them down helps you remember your custom rules. This seems like a perfectly reasonable thing to do. ^^


I have a silly question, so feel free to have a silly answer:

How can you have an attack that is both silver and fire outside of a flaming silver weapon? Or molten silver I suppose? Since the regeneration requires both to be shut down, a feature common to DR, this stands out to me. Regeneration normally requires one option or one or more options (e.g. fire or acid for trolls). Just figured I'd ask, I spent all night trying to puzzle this out.


Lathiira wrote:

I have a silly question, so feel free to have a silly answer:

How can you have an attack that is both silver and fire outside of a flaming silver weapon? Or molten silver I suppose? Since the regeneration requires both to be shut down, a feature common to DR, this stands out to me. Regeneration normally requires one option or one or more options (e.g. fire or acid for trolls). Just figured I'd ask, I spent all night trying to puzzle this out.

you have have a martial hit it with a silver weapon and a caster hits it with burning hands, you could have a lit torch made out of silver, the regeneration shut off doesn't need to be from one source just needs to happen in the same round, so as long as there is enough people fighting it you could have something with (regen x/ silver and adamantine and cold iron and acid and fire and cold and electric and wood) and still have it be bypassed


Lady-J wrote:
Lathiira wrote:

I have a silly question, so feel free to have a silly answer:

How can you have an attack that is both silver and fire outside of a flaming silver weapon? Or molten silver I suppose? Since the regeneration requires both to be shut down, a feature common to DR, this stands out to me. Regeneration normally requires one option or one or more options (e.g. fire or acid for trolls). Just figured I'd ask, I spent all night trying to puzzle this out.

you have have a martial hit it with a silver weapon and a caster hits it with burning hands, you could have a lit torch made out of silver, the regeneration shut off doesn't need to be from one source just needs to happen in the same round, so as long as there is enough people fighting it you could have something with (regen x/ silver and adamantine and cold iron and acid and fire and cold and electric and wood) and still have it be bypassed

That isn't how it works at all. If something says "and", it needs to be both at the same time. Repeated attacks are not at the same time.


Lathiira wrote:

I have a silly question, so feel free to have a silly answer:

How can you have an attack that is both silver and fire outside of a flaming silver weapon? Or molten silver I suppose? Since the regeneration requires both to be shut down, a feature common to DR, this stands out to me. Regeneration normally requires one option or one or more options (e.g. fire or acid for trolls). Just figured I'd ask, I spent all night trying to puzzle this out.

Lady-J wrote:
you have have a martial hit it with a silver weapon and a caster hits it with burning hands, you could have a lit torch made out of silver, the regeneration shut off doesn't need to be from one source just needs to happen in the same round, so as long as there is enough people fighting it you could have something with (regen x/ silver and adamantine and cold iron and acid and fire and cold and electric and wood) and still have it be bypassed

I just assumed it would work like Lady-J described. Either a +1 flaming silver weapon OR have the damage come from two different sources, such as being stabbed by silver and burned at the stake. Since the regeneration isn't negated until the next round, there's no necessity that the two damage types come from the same source like for damage reduction, only that they occur within the same round. Damage reduction is bypassed immediately for a single attack when its conditions are met, regeneration is negated for following round when its conditions are met, so damage reduction of course has to have both damage types on the same attack, and that attack is the one that bypasses it. Since the regeneration is negated later (the next round), that allows a time window for the conditions to be met. BUT that's just how I see it. I've never seen a regeneration with an "and" condition, and haven't thought about it outside of this specific instance. It might be problematic elsewhere, and the default wording of regeneration refers to the attack that dealt the damage that disabled the regeneration.

Jeraa wrote:
That isn't how it works at all. If something says "and", it needs to be both at the same time. Repeated attacks are not at the same time.

If this isn't how it works, which is fine, it's easily remedied. As it's homebrew, and the entire Regeneration functionality for the werewolves is being customized, it can be written in specifically. Pathfinder is already an exceptions-based game, so general rules are followed unless specific rules contradict them. I've revised the lycanthope regeneration description so it's clear that the two types of damage don't need to be from the same attack.

My Lycanthrope Regeneration wrote:
Regeneration (Ex) Lycanthropes are difficult to kill. The lycanthrope heals damage at a fixed rate, as with fast healing, but it cannot die as long as its regeneration is still functioning. Damage from silver (including mithral) coupled with fire damage accrued in the same round, though not necessarily from the same attack, causes a lycanthrope's regeneration to stop functioning on the round following the damage. During this round, the creature does not heal any damage and can die normally. A lycanthrope whose hit points drop below the negative equivalent of its Constitution score falls into a death-like torpor with only its regeneration functioning. Any time during torpor that its regeneration ceases functioning, it dies. During the three nights of the full moon, the lycanthrope remains in animal or hybrid form while in torpor; after the full moon it reverts to humanoid form. In humanoid form it has regeneration 0 and remains in torpor until it assumes animal form on the next full moon or until its regeneration ceases functioning. A regenerating lycanthrope remains in torpor until it is restored to consciousness at 1 or more hit points by its regeneration. Other effects that restore hit points or revive the dead treat it as dead with its current hit points and may affect it as they would a corpse. A lycanthrope can regrow lost portions of its body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. If decapitated (such as by a vorpal weapon), a lycanthrope may have its head reattached by regeneration but it cannot regrow its head. It dies if its head is not reattached within 1 hour of decapitation or if its regeneration is negated in the meantime. Severed body parts that are not reattached wither and die normally. Regeneration does not heal attack forms that don't deal hit point damage. A lycanthrope's regeneration does not restore hit points lost from starvation, thirst, or suffocation. While in torpor, the lycanthrope has no need to eat, drink, or breathe.


I've tried to refine the Regeneration description to be more concise and clear. I know torpor isn't a standard Pathfinder state of being, but I think I've explained it sufficiently in the text, at least for my game. It serves better than repeating the same multi-word phrase over and over, especially because I'm trying to fit the entire description on a one-page print-out of the creature.

I decided that other healing effects and revival spells beyond the regeneration would treat the body as a corpse with its current hit points. That way, they can't just cast Cure Light Wounds on a werewolf to revive him outside of the full moon period, but Breath of Life, Raise Dead, and that spell family still might work at varying expense.

Basically, the werewolf doesn't die, but he's functionally dead (death-like torpor) until the full moon revival, whether it's later the same night or months later.


Jeraa wrote:
Lady-J wrote:
Lathiira wrote:

I have a silly question, so feel free to have a silly answer:

How can you have an attack that is both silver and fire outside of a flaming silver weapon? Or molten silver I suppose? Since the regeneration requires both to be shut down, a feature common to DR, this stands out to me. Regeneration normally requires one option or one or more options (e.g. fire or acid for trolls). Just figured I'd ask, I spent all night trying to puzzle this out.

you have have a martial hit it with a silver weapon and a caster hits it with burning hands, you could have a lit torch made out of silver, the regeneration shut off doesn't need to be from one source just needs to happen in the same round, so as long as there is enough people fighting it you could have something with (regen x/ silver and adamantine and cold iron and acid and fire and cold and electric and wood) and still have it be bypassed
That isn't how it works at all. If something says "and", it needs to be both at the same time. Repeated attacks are not at the same time.

for damage reduction yes but for regeneration no, regen is negated if all the effects that can negate it are applied in a single round


I want to go ahead and let the lycanthropes keep their damage reduction 5/silver and 10/silver respectively, so I'm going to give them regeneration 5 regardless of whether they're afflicted or natural lycanthropes. Giving the natural lycanthropes DR 10/silver and regeneration 10 is, I feel, too powerful if the party doesn't have silver weapons to overcome the DR.

My party is going shopping soon (they were on the way to a bigger city to shop at the end of last session), so perhaps the fighter will decide to upgrade his +2 greatsword to a +3 greatsword. Then it would count as silver for overcoming damage reduction (but not for negating the regeneration).


Have you considered the Invincible Template?


Doomed Hero wrote:
Have you considered the Invincible Template?

I had not. As I look at it now, it doesn't appear to do anything I want anyway. It gives more natural AC, mythic hp bonus, DR/epic, resistance to all elements, and the mythic abilities to block attacks and second save.

It appears to make a creature harder to defeat, not harder to kill.

Also, I don't want to make all my werewolves into mythic monsters, and I want this to be a campaign-wide lycanthrope property.

I think granting them a custom regeneration (silver and fire) remedies the desire to make them harder to kill better than the invincible mythic template.

Thank you for the recommendation, but it's very different from what I'm looking for.

I also considered just giving them the implacable stalker template from Horror Adventures, but that relies on a nightmare mechanic to revive the creature after the creature is killed, and I'd rather just have it tied to their shapeshifting.


In my initial post in this thread (which I just re-read), I said I was thinking about giving the werewolves the Ferocity and Feral Counter abilities of the Bestial Werewolf variant in Heroes of Horror. Of course I meant Horror Adventures there. I made the same mistake in my most recent post but caught it before I posted.

I recently got Horror Adventures. Heroes of Horror is a good 3.5e D&D book about running horror campaigns that I still mine on occasion for inspiration. As they both have horror in the title, I just said the wrong one by mistake. It may not be the last time it happens, but I'll try to proofread myself better.

RPG Superstar 2012 Top 32

How about DR/silver & mithral, and regeneration (fire)? You would need to use silver to injure it, then fire to prevent it from healing its wounds. So you shoot it with a bunch of silver arrows, then tie it to a stake and light it on fire.

Does that do what you want it to do?


SmiloDan wrote:

How about DR/silver & mithral, and regeneration (fire)? You would need to use silver to injure it, then fire to prevent it from healing its wounds. So you shoot it with a bunch of silver arrows, then tie it to a stake and light it on fire.

Does that do what you want it to do?

On the surface, it's very similar, but I actually think the silver and fire in the same round works better because I want them to be killed with silver, not just rendered unconscious with it. Oddly enough, it also fits with events I had transpire in my campaign originally as campaign flavor.

I'm happy with the version of regeneration I've refined at this time, so I think I'm going to run with it. This discussion has been very helpful in working out the kinks, and helping me refine what I am trying to accomplish.


And I'm back to this again. The version of regeneration my werewolves have is functional, but it's not as elegant as it could be. I still haven't used it in-game so it's still for revision.

Version I'm Using Now:
Quote:
Regeneration (Ex) The lycanthrope in animal or hybrid form has regeneration 5, healing damage at a fixed rate of five hit points per round, as with fast healing, but it cannot die as long as its regeneration is still functioning. In humanoid form the lycanthrope has regeneration 0. Damage from silver (including mithral) coupled with fire damage accrued in the same round, though not necessarily from the same attack, causes a lycanthrope's regeneration to stop functioning on the round following the damage. During this round, the creature does not heal any damage and can die normally. A lycanthrope whose hit points drop below the negative equivalent of its Constitution score falls into a death-like torpor with only its regeneration functioning. Any time during torpor that its regeneration ceases functioning, it dies. During the three nights of the full moon, the lycanthrope remains in animal or hybrid form while in torpor; after the full moon it reverts to humanoid form. In humanoid form it has regeneration 0 and remains in torpor until it assumes animal form on the next full moon or until its regeneration ceases functioning. A regenerating lycanthrope remains in torpor until it is restored to consciousness at 1 or more hit points by its regeneration. Other effects that restore hit points or revive the dead treat it as dead with its current hit points and may affect it as they would a corpse. A lycanthrope can regrow lost portions of its body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. If decapitated (such as by a vorpal weapon), a lycanthrope may have its head reattached by regeneration but it cannot regrow its head. It dies if its head is not reattached within 1 hour of decapitation or if its regeneration is negated in the meantime. Severed body parts that are not reattached wither and die normally. Regeneration does not heal attack forms that don't deal hit point damage. A lycanthrope's regeneration does not restore hit points lost from starvation, thirst, or suffocation. While in torpor, the lycanthrope has no need to eat, drink, or breathe.

I'm thinking of revising it to:

Quote:
Regeneration (Ex) The lycanthrope in animal or hybrid form has regeneration 5, healing damage at a fixed rate of five hit points per round, as with fast healing, but it cannot die as long as its regeneration is still functioning. Silver (including mithral) or fire causes a lycanthrope's regeneration to stop functioning on the round following the damage. During this round, the creature does not heal any damage. A lycanthrope whose hit points drop below the negative equivalent of its Constitution score assumes a death-like state but does not die. Only being damaged by both silver and fire in the same round while in its death-like state can truly kill a lycanthrope. During the three nights of the full moon, the lycanthrope remains in animal or hybrid form; after the full moon it reverts to humanoid form. In humanoid form it has regeneration 0 and remains in a death-like state until it assumes animal form on the next full moon or until its regeneration ceases functioning. During the three nights of the full moon it continues to regain hit points on any round that its regeneration is not negated, and can come out of its death-like state if its hit points exceed the negative equivalent of its Constitution score. Other effects that restore hit points or revive the dead treat a lycanthrope in the death-like state as if it were dead with its current hit points and may affect it as they would a corpse. For the purposes of the breath of life spell, the lycanthrope in its death-like state is always treated as only having died on the previous round. A lycanthrope can regrow lost portions of its body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed body parts that are not reattached wither and die normally. If decapitated (such as by a vorpal weapon), a lycanthrope can reattach its head to its body if they are brought together within 1 hour of severing. After 1 hour, the body without a head withers and dies while the lycanthrope regenerates from its living head. If the lycanthrope regenerates from only its head, it sustains an additional amount of damage equal to its normal full hit point total. Regeneration does not heal attack forms that don't deal hit point damage. A lycanthrope's regeneration does not restore hit points lost from starvation, thirst, or suffocation. While in a death-like state, the lycanthrope has no need to eat, drink, or breath.

Alternatively, I could just say the lycanthrope is subject to a True Resurrection effect on the next full moon if its death isn't delivered by both fire and silver in the same round. That would probably be the simplest solution, but it would negate possibilities like silver-spiked coffins that could keep a lycanthrope in s death-like state indefinitely.


And because I can't leave well enough alone...

My current thought is that it just have standard regeneration 5 (silver or mithral) and have a separate ability for revivification on the full moon.

The new ability would look something like:

Quote:
Lunar Life (Su) A dead lycanthrope, so long as its body has not been burned to ash, automatically revives by the pull of the full moon. At midnight on any night of the three nights of the full moon cycle, and within the span of 1 round, the lycanthrope is restored to life with -1 hit point. The creature suffers 1 bleed damage that can be automatically removed by its regeneration ability if the regeneration is functioning. If the regeneration is negated, such as if the lycanthrope has been impaled by a silver stake, the bleed damage can still be removed by other effects that remove a bleed effect. A lycanthrope that dies by this bleed damage may attempt to revive again at the next (and any subsequent) qualifying midnight. The lycanthrope does not regain consciousness until its hit points are 0 or higher. Lunar Life may revive a lycanthrope regardless of how many years have passed while the lycanthrope is dead. An afflicted lycanthrope restored to life by its lunar life ability ceases to be an afflicted lycanthrope and instead gains the full benefits of being a natural lycanthrope of its kind. Other than as noted, this effect resolves as true resurrection.

Since the regeneration is only silver or mithral, it's negated by the same elements as the lycanthrope's damage reduction, and the previous weirdness of having to receive silver and fire damage to negate the regeneration is removed. The lycanthrope can still die as normal with silver weapons, so I don't need to put in anything like a "torpor" or "death-like state." It just comes back to life on the full moon instead if its body isn't also cremated.

I could also put in a clause that the dead body of a lycanthrope won't burn unless it's also exposed to silver. That would make it so the silver is required to burn it too.


I should also put that it can die of old age (in addition to its corpse being burned) as an effect that causes Lunar Life not to trigger, but might have the curse also add years before maximum age.


I'd consider bumping the CR for any change from DR to regeneration, especially regeneration 5. Other than that, simpler is better.


blahpers wrote:
I'd consider bumping the CR for any change from DR to regeneration, especially regeneration 5. Other than that, simpler is better.

I've decided to go with standard regeneration 5 (silver, mithral) and just give the lycanthropes the Lunar Life ability I detailed above. It's far simpler than having a custom regeneration that has to be active across both the humanoid and lycanthrope forms.

I did add a caveat to Lunar Life for death by old age, but I'm tempted to put some kind of clause about how a lycanthrope cannot die by old age unless it has passed on the curse in some way. (Such as by offspring or affliction.)

I didn't remove the DR, I added regeneration that is negated by the same material as the DR. So the natural lycanthrope has DR 10/silver and regeneration 5 (silver, mithral). My werewolves also have the feral counter and ferocity of the bestial werewolves from Horror Adventures. Talk about a concern, regeneration+ferocity is bad news.

I'm pretty sure I gave them a CR bump when I gave them some of the benefits of the bestial werewolf template, but I'll check their CR to be sure.


You can balance this new power by giving it the cinematic allergy defect. Contact with silver(or mithral) renders it mortal. A silvered manicle on the leg, in contact with the skin leaves it sickened and stuck in humanoid form.


Make this two different rules:

[code]
Regeneration: <Fluff> Mithral/Silver (and I guess fire if you really want it.) Only the Werewolf form benefits from this regeneration.

Transform on Death: If a werewolf would die while in Werewolf form instead its hp becomes -1, it is dying, and it transforms into its human form.
[/code]

The reason you do this is you use a Keyword rule that takes no special wording to work exactly as intended, then you modify it with a second rule that is extremely easy to understand and takes no special language.

That all said, if you don't show your players the exact text I wouldn't worry as much about rules-lawyering it to perfection


BlarkNipnar wrote:

Make this two different rules:

[code]
Regeneration: <Fluff> Mithral/Silver (and I guess fire if you really want it.) Only the Werewolf form benefits from this regeneration.

Transform on Death: If a werewolf would die while in Werewolf form instead its hp becomes -1, it is dying, and it transforms into its human form.
[/code]

The reason you do this is you use a Keyword rule that takes no special wording to work exactly as intended, then you modify it with a second rule that is extremely easy to understand and takes no special language.

That all said, if you don't show your players the exact text I wouldn't worry as much about rules-lawyering it to perfection

1.) I like rules-lawyering it to perfection.

2.) I don't understand your Transform on Death effect here. The concept is that the werewolf comes back to life on the full moon. Is that transformation being proposed as a solution to ferocity+regeneration? I'm not sure I need a solution to that. If they don't have silver (my players have silver), there are also spells to force a werewolf back to it's humanoid form, which would also negate the regeneration.

3.) I could probably clean up my Lunar Life ability some more so it is clear that the lycanthrope resurrects in a bestial form, and so it just specifies taking damage/round instead of specifying bleed damage. I've already printed new copies of my werewolves for now though.

I checked their CR and bumped them all up one.


Goth Guru wrote:
You can balance this new power by giving it the cinematic allergy defect. Contact with silver(or mithral) renders it mortal. A silvered manicle on the leg, in contact with the skin leaves it sickened and stuck in humanoid form.

.

That seems like it would make it too easy for someone to avoid the effect of the curse.


Wolf Munroe wrote:
Goth Guru wrote:
You can balance this new power by giving it the cinematic allergy defect. Contact with silver(or mithral) renders it mortal. A silvered manicle on the leg, in contact with the skin leaves it sickened and stuck in humanoid form.

.

That seems like it would make it too easy for someone to avoid the effect of the curse.

Only NPCs would be willing to be constantly sickened, right?


Goth Guru wrote:
Wolf Munroe wrote:
Goth Guru wrote:
You can balance this new power by giving it the cinematic allergy defect. Contact with silver(or mithral) renders it mortal. A silvered manicle on the leg, in contact with the skin leaves it sickened and stuck in humanoid form.

.

That seems like it would make it too easy for someone to avoid the effect of the curse.

Only NPCs would be willing to be constantly sickened, right?

True, but NPCs are people too. :-P

Actually, I missed that you said they would be sickened. Makes it far less likely someone would do it voluntarily all the time. They might be willing to endure it for the three nights of the full moon though. I'll have to think about it.

Rather than it entirely preventing the transformation, it could give a bonus to the save to resist the transformation. In other words, it could not be a sure thing.


Sure, but they don't regenerate till they transform.

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