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ECL for proposed creature template.

PenguinKing

First Post
Okay, here's the idea. A creature template, applied to any humanoid, grants the supernatural ability to transform into a Medium-size wolf at will (maximum of 1 hour/HD/day, does not have to be used all at once). As Polymorph Self, with the following exceptions:

- the creature acquires the wolf's racial ability modifiers to physical ability scores (+2 Str, +4 Dex, +4 Con) instead of having "average" scores for that animal type; these replace, rather than stack with, the creature's own racial ability modifiers, if it has any.

- the creature acquires the Scent, Trip, and Wilderness Lore skill bonus qualities possessed by a normal wolf.

- clothing and equipment are not transformed; ordinary clothing just falls off, while restricting armor prevents the transformation from taking place and must be removed. Equiment is just left behind.

- no healing; the creature's hit point total remains unchanged, whether transforming to a wolf or transforming back.

(if it wasn't clear, all of the above only apply in wolf form - the creature has its normal racial abilities in humanoid form.)

That's it - no other changes are applied to the base creature by this template.

What would you say an appropriate ECL would be?

- Sir Bob.

P.S. Nih!
 
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You won't find this template to popular with your PCs.

At most a +1 ECL (but I would rate it at +0 ECL). The disadvantage of having to drop all of your gear is quite substantial for most player characters. For a NPC it doesn't really change their capabilities.

This is a equivalent to the Alter Self spell with some restrictions.
 

Who said it was for PCs? ;)

(Besides, my campaign is semi-urban and tends to center around continuing exploration of the same region rather than wide-ranging quests. It's not like a PC who ditches all his/her gear won't be able to go back for it once the need for the wolf form has passed.)

- Sir Bob.

P.S. Nih!
 
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I would say ECL +2.

The restriction on equipment is fine at low level, but is meaningless at higher level when you could have bracer of armor, or equipment that adjust to your form.

and the duration of transformation will probably cover most combats even in a fight intensive camapaign, that is if you can cut the big one hour transformation in several shorter transformation

A rogue, ranger or barbarian with this template (three classes that don't rely heavily on armor, medium armor max IIRC) would profit of this race (with the str, dex and con modifier)
 

I very much doubt you can pick a lock or engage it two-weapon fighting with paws instead of hands. ;) (If you'll read more closely, you'll note that the character only gets the wolf's racial ability modifiers in wolf form - he has standard ability modifiers for his base race in humanoid form.)

(Besides, where does it say Bracers of Armor adjust to fit nonhumanoid forms? Or that self-adjusting magic items in general can accomadate the canine phenotype?)

- Sir Bob.

P.S. Nih!
 
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amulet of natural armor then?

you can still revert to human form to pick a lot, don't you?

the two-weapon fighting is lost, but the scent and wilderness lore bonus, augment the tracking ability of the ranger

I have understood that you only have the wolf ability in wolf form thanks!:p

But I was thinking of the character always fighting in wolf form, in this case it isn't a regeneration ability that might inbalance things, but the increased stats, means more hit point in wolf form for the fight (and increased duration for the rage), better AC, and increased chances to hit.

The low 1d6 damage is what might reduce the ECL, but against medium-size creature, the trip ability is a big advantage.

The bite "weapon" could be improved by permanent magic fang, and the natural chain feat for such a weapon would be the spring attack (only one bite/round, because it's a natural weapon), so the reduced number of attack might not be a big problem.

I honestly think that a 7 level "wolf" barbarian could stand against a 9 level human barbarian.
 
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Using with some modification the stats p49 in the DMG

wolfie the wolf/human level 7 barbarian in wolf form:
hp 58
AC 17 (10+4dex+2natural (amulet)+ 1 deflection (ioun stone))
init +4
Spd 30ft (or wolf speed 50ft ?)
Attack +12 (bite 1d6+4)
Feat 1st: Dodge 3rd: Mobility 6th: Spring attack
(Human feat? combat reflexes + 4 attack of opportunity)

unwolfie the human/human level 9 barbarian in human form:
hp 81
AC 20
init +2
Spd 30ft
Attack +14/+9 (axe 1d12+4 crit 19-20 x3)
Feat 1st: wepon focus 3rd: dodge 6th: Track 9th: Blind Fight
Human feat improved critical

wolfie tactic (I assumed the 50ft speed, perhaps it's my error to have), attack then get away, preventing unwolfie from using his second attack, and allowing him to only attack every other round (due to his slow speed). Wolfie always tries to trip unwolfie, so that unwolfie loose a move action, and can't attack wolfie.

edit: unwolfie hp & unwanted smily & tactics & wolfie hp
 
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Yeah, now give "unwolfie" all the magical swag a player character of equivalent level would have - the DMG stats are ready-made NPCs, they have a much lower equipment limit than PCs.

I see you've also optimized all the wolf's feats for this particular tactic, while leaving the human barbarian with a couple of feats that aren't of any use in this encounter - Track and Blindfight. Bad form. ;)

(And yes, you're right, the wolf could probably retain an amulet, as long as its neck wasn't much thicker than that of its human form. I'm not sure about the ioun stone, tho' - don't you have to release if from a closed hand?)

- Sir Bob.

P.S. Nih!
 
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Both of them have 9th level magical equipment for NPC, I didn't want to have a headache with magic items (the normal barbarian NPC has a magical axe and a magical armor), I didn't change the normal Barbarian to have a reference, but if you want you can replace blindsight and track by mobility and spring attack or power attack and cleave, but this won't change that they can stand equally against each other, and if the fight is long enough, the wolf rage will last two more round.

For the ioun stone, it depends how you would rule that: if he released it while in human form, does it falls when he turns into wolf form?

And the text is: DMG p220 "When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head."

I think this was made so that even beholder could use the magic item, holding it in the mouth, and then releasing it.
 
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True, but the wolf has significantly fewer hit points. Remember, the wolf transformation is based on Polymorph Self, and a Polymorphed "subject retains its ... hit points (despite any change in its Constitution score)". So "wolfie" doesn't get bonus hit points for the extra Con from the transformation - tho' you're right, the rage is extended by a couple rounds.

- Sir Bob.

P.S. Nih!
 

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