Weretigers and Half Celestrials Oh MY!

We're also not talking about a constant bonus. The ECL for the weretigers according to the DMG is I believe for an infected lycanthrope, not a natural one-so they don't have full control over their transformation. Damage reduction vs. silver is worse than a high level monk's DR of 20/+1 and really doesn't help too much.

Half Celestials make up their lack of super bonuses with other benefits as well, Wings-if you fly high enough that werewolf can't do anything against you, and then don't forget spell-like abilities, which include true ressurection at high levels.
 

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Sollir Furryfoot said:
We're also not talking about a constant bonus. The ECL for the weretigers according to the DMG is I believe for an infected lycanthrope, not a natural one-so they don't have full control over their transformation. Damage reduction vs. silver is worse than a high level monk's DR of 20/+1 and really doesn't help too much.

Half Celestials make up their lack of super bonuses with other benefits as well, Wings-if you fly high enough that werewolf can't do anything against you, and then don't forget spell-like abilities, which include true ressurection at high levels.

Uh...it doesn't say that they have to be infected. While that would be one way to go, lycanthropes must have class levels equal to their animal form's normal HD...otherwise you get a 1HD guy turning into a 6HD bear. I would assume most lycanthropes to be natural, as otherwise you have to waste a skill point/level to be able to control your form, and in a game where skill points are precious, precious things, you don't want to waste them.

As an aside, now, what happens to a 1HD guy who gets bit by a werewolf, and fails his Fort save, but somehow lives through the fight? :)

And the half-celestial can only cast resurrection 1/day, not true res. Very nifty, but not as much as true res would be. Plus, half-celestials bounce off of unhallows, and can be removed from combat by the various word spells and banishing...which more than makes up for not being people. Plus, their 1/day sp abilities aren't all that cool.

Instead of charging a big honking ECL for them, try limiting them to a certain minimum level in the game. Like, say, keep half-celestial at ECL+3, but you have to have 6 character levels plus the ECL before you could join the game. That way, their unbalancing advantage is minimized, *and* they won't be so fragile as to go down hard in the first adventure...sure, you've got great attributes, but in a 4th-level game, a half-celestial sorcerer will still fold like a napkin on the first hit.

Brad
 

IIRC, Half-Celestials cannot be Weretigers in the first place, because the Lycanthrope template only applies to Humanoids. Half-Celestials are Outsiders.
 

Korimyr the Rat said:
IIRC, Half-Celestials cannot be Weretigers in the first place, because the Lycanthrope template only applies to Humanoids. Half-Celestials are Outsiders.

Well, yes...but, the half-celestial or half-fiend template can be applied to a lycanthrope. It just has to have the proper parentage. And boy, that would be rude.

So, they could stack, but in the proper order. Then again, sometimes the DM doesn't bother with such niceties...as I found out after my tiefling rogue became a werewolf for six months of play. Not that I complained much...but the ECL hurt. :)

Brad
 

magnas_veritas said:
Well, yes...but, the half-celestial or half-fiend template can be applied to a lycanthrope. It just has to have the proper parentage. And boy, that would be rude.

True, but natural Lycanthropes seem pretty rare. Since the player in question is making this as a new character, I suppose he could pull it off.

Ick.
 

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