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<blockquote data-quote="Lupercus Whitewolf" data-source="post: 5501338" data-attributes="member: 6672948"><p>Depends on the setting, from all I've delved into regarding werewolves the "Always" doesn't mean "always." It refers more to the perception of the creature, this is in reference to the appendix of the 3.5 monster manual, and the forgotten realms books 3.5. Another bit I found out is that a werewolf's alignment is what they wish if they are natural, just the majority are evil...good werewolves are not impossible, just rare...DMs decision mainly. However afflicted lycanthropes take the alignment of the one who bite them, and while good lycanthropes prefer to remain hidden, the majority of afflicted infections come from evil ones, therefore allowing the perception of it as "always" evil to continue. Most of up to the DM though, the 3.5 third party book "Complete Guide to Werewolves" contains alot of information to playing werewolves as PC's, what I normally rule is that a werewolf can be a paladin "IF" they are natural, and have found an order that accepts them, as natural lycanthropy can't be cured since they were born with it. I have generally regarded the madness of the affliction to the conflict that develops with the wolf side of the mind entering and it and the human side fight for control, thus causing them to go berserk, but Naturals are born with a sort of balance inherent thus allowing them to control thier abilities at will, and in the event of a wish or miracle trying to "cure" them, ultimately ends in the destruction of the werewolfs mind as half of what they were born with is now gone. Use it or not but I've found this to be a better system when dealing with lycanthropes, the implementation of this is ultimately up to the DM though, as each DM has different views and settings.</p></blockquote><p></p>
[QUOTE="Lupercus Whitewolf, post: 5501338, member: 6672948"] Depends on the setting, from all I've delved into regarding werewolves the "Always" doesn't mean "always." It refers more to the perception of the creature, this is in reference to the appendix of the 3.5 monster manual, and the forgotten realms books 3.5. Another bit I found out is that a werewolf's alignment is what they wish if they are natural, just the majority are evil...good werewolves are not impossible, just rare...DMs decision mainly. However afflicted lycanthropes take the alignment of the one who bite them, and while good lycanthropes prefer to remain hidden, the majority of afflicted infections come from evil ones, therefore allowing the perception of it as "always" evil to continue. Most of up to the DM though, the 3.5 third party book "Complete Guide to Werewolves" contains alot of information to playing werewolves as PC's, what I normally rule is that a werewolf can be a paladin "IF" they are natural, and have found an order that accepts them, as natural lycanthropy can't be cured since they were born with it. I have generally regarded the madness of the affliction to the conflict that develops with the wolf side of the mind entering and it and the human side fight for control, thus causing them to go berserk, but Naturals are born with a sort of balance inherent thus allowing them to control thier abilities at will, and in the event of a wish or miracle trying to "cure" them, ultimately ends in the destruction of the werewolfs mind as half of what they were born with is now gone. Use it or not but I've found this to be a better system when dealing with lycanthropes, the implementation of this is ultimately up to the DM though, as each DM has different views and settings. [/QUOTE]
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