Junior Member
|
Does anyone have an idea how to correctly make a lycanthrope ( Werewolf,Werebear,etc) template? I'm having a problem with the extra hit dice and it throws off the rest of the template from there
|
#1 |
Senior Member
Lone Wolf Staff
Join Date: Dec 2008
Posts: 4,690
|
ohioscion wrote:
> > > Does anyone have an idea how to correctly make a lycanthrope ( > Werewolf,Werebear,etc) template? I'm having a problem with the extra hit > dice and it throws off the rest of the template from there Don't the extra hit dice only apply when you're shapeshifted? If so, you could just add an adjustment to give yourself extra hit points, then activate and de-activate it as needed. Hope this helps, -- Colen McAlister, colen@wolflair.com Chief Engineer, Lone Wolf Development |
#2 |
Junior Member
|
No the extra hit dice are in every form as well as the nightmarish fact that even in human form the "base animal" hit dice use the character's modified CON which is only changed in hybrid or animal form.
|
#3 |
Senior Member
Lone Wolf Staff
Join Date: Dec 2008
Posts: 4,690
|
ohioscion wrote:
> > > No the extra hit dice are in every form as well as the nightmarish fact > that even in human form the "base animal" hit dice use the character's > modified CON which is only changed in hybrid or animal form. Yikes, that's even worse than I thought. I've added that to the list of things we still need to support properly... thanks! |
#4 |
Senior Member
|
Is this being supported yet and if not when will it be? Admittedly the lycanthrope templates is one of the most henious parts of 3.5.
AWizardInDallas |
#5 |
Senior Member
Lone Wolf Staff
Join Date: Dec 2008
Posts: 4,690
|
AWizardInDallas wrote:
> > > Is this being supported yet and if not when will it be? Admittedly the > lycanthrope templates is one of the most henious parts of 3.5. That's exactly why they weren't added with the rest of the templates. :/ I'll take another look at them and see if they're easier to support now; Hero Lab has a bunch of stuff that makes it a lot more powerful than it used to be. Thanks! -- Colen McAlister, colen@wolflair.com |
#6 |
Senior Member
|
Any luck with this?
AWizardInDallas |
#7 |
Senior Member
|
Sorry to keep asking but I'm running a campaign with a lot of lycanthropes in it and I'm in monster stat Hades. I tried to create a template or too but the changes are just too extensive. I've not really tried entering a new character class before and thought creating a lycanthrope character class might be a better approach. However, I've not entered a character class before and it looks pretty labor intensive so I don't want to take the time to do it without an opionion on whether it would work or not. So I'm wondering if a character class might be able to handle the changes?
AWizardInDallas |
#8 |
Senior Member
Lone Wolf Staff
Join Date: Dec 2008
Posts: 4,690
|
AWizardInDallas wrote:
> > > Sorry to keep asking but I'm running a campaign with a lot of > lycanthropes in it and I'm in monster stat Hades. I tried to create a > template or too but the changes are just too extensive. I've not really > tried entering a new character class before and thought creating a > lycanthrope character class might be a better approach. However, I've > not entered a character class before and it looks pretty labor intensive > so I don't want to take the time to do it without an opionion on whether > it would work or not. So I'm wondering if a character class might be > able to handle the changes? Sorry about the late response, I've been firefighting a lot of other things recently. Lycanthropes are complicated to do because of the shapeshifting stuff - every different 'type' (werebear, wererat, etc) needs its own entry in the list, because they all apply different changes to your stats, and then there's the whole "alternate form" thing. I'll do my best to get at least the basic stats for the templates into an update soon. -- Colen McAlister, colen@wolflair.com |
#9 |
Senior Member
|
Quote:
1. Add a Wolf animal companion to the Hero portfolio. 2. Add the Hero's original hit points to the Wolf (a permanent Adjustment?). 3. Add the Wolf's original hit points to the Hero (a permanent Adjustment?). 4. Add +2 natural armor class to the Hero (Armor column?). 5. Add +1 BAB to the Hero's attacks (Weapons column). 6. Add 2 Claw attacks to Hero (Hybrid form only; Weapons column); use the Wolf's origal BAB + the Hero's original BAB. 7. Add the Hero's original total BAB to the Wolf's bite attack (Weapons column). 8. Add 'Curse of Lycanthropy' to the Hero and Wolf (Specials column). 9. Add 'Shapechange' to the Hero and Wolf (Specials column). 10. Add 'Wolf Empathy' to the Hero (Specials column). 11. Add 'Low-Light Vision' to the Hero (Specials column). 12. Add 'Scent' the Hero (Specials column). 13. Add 'Damage Reduction 10/silver' to Hero and Wolf (Specials column). 14. Add Wolf's Fort save to Hero's Fort Save. 15. Add Wolf's Ref save to Hero's Ref Save. 16. Add Wolf's Will save to Hero's Will Save. 17. Add Hero's original Fort save to Wolf's Fort Save. 18. Add Hero's original Ref save to Wolf's Ref Save. 19. Add Hero's original Will save to Wolf's Will Save. 20. Add +2 Strenth to Wolf. 21. Add +4 Dextrity to Wolf. 22. Add +4 Constitution to Wolf. 23. Add +2 Wisdom to Hero and Wolf. 24. Add the Wolf's already spent Skill points into the Hero in a new column (this seems to be a better approach than simply adding free range skill points; if there's an easier way I'm all for it!). 25. Add 'Track' to the Hero (Special column). 26. Add 'Weapon Focus (bite)' to the Hero and Wolf (Specials column). 27. Add Iron Will bonus feat to Hero and Wolf. The trouble I'm running into is that I don't necessarily know how to do all of this. I can also give you my template so far if it would help? |
|
#10 |
Thread Tools | |
Display Modes | |
|
|