Test Version Differences This is still an in progress rework. I'm open to feedback and there's things like the bonus damage from rage that I am deciding if it will need to be adjusted after all the changes. One big thing will be how this works with existing class actions and spells.
Racial Bonuses Health: +2/level Movement +3m Heightened Senses You have advantage on Wisdom (Perception) Predatory Strikes You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes Additionally, when you use the Attack action to use Claw, you can make one additional Claw strike as a bonus action. Lycan Regeneration. At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1). Radiant Weak: Taking Radiant damage blocks healing for 1 turn
Level Progression Level 1 All Stats +2 Level 2 Level 3 Feral Might You have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level Resilient Hide You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Level 4 Sharpened Claws AC -5, damage +10. Same as GWM but for unarmed attacks Level 5 All Stats +3 instead of +2 Level 6 Unarmed strike while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Level 7 Longstrider(given instead of an extra movement increase to prevent stacking) Improved Predatory Strikes You have a +1 bonus to attack rolls made with your unarmed strike. This bonus increases to +2 at 11th level. Level 8 Level 9 All Stats +4 instead of +3 Level 10 Level 11 Level 12
I just discovered your mod and I was trying to find a werewolf mod and sadly most of them seem to be origin based which was annoying as I wanted to switch in midgame so I saw yours and wow I am impressed! I love your mod so much! keep up the good work! it is well done~
This is just a cosmetic/QoL issue... Could the mod be divided so you can only transfom into one colored version? So Werewolf Potion Grey/Black/Red variant. Asking because it's a bit of a pain to pick the color each time, I'd honestly just use the skill and go straight to wolf :P
I’ve encountered an issue where the Elixir mod removes custom equipment from my starting character. This happens regardless of where I place the mod in the load order, and it only occurs with this mod, despite having over 150+ mods active. Has anyone else experienced this, or is there a known workaround?
I am no longer able to shape change into a werewolf, nor am I able to use the ritual spell Speak with Animals.
Furthermore, casting any kind of polymorphing spell does not actually change the target. Disguise Self does not actually change the caster into a new person, and Wild Shape spells no longer turn the druid into the animal they've chosen.
However, despite not having any outward appearance of working, items that offer buffs while shapeshifting, like the Mark of the Shapeshifter ring, still give their bonuses as expected.
Continuing to play with the mod enabled is possible, as long as the player bears these changes in mind.
However, deleting the mod makes any save that utilized it unplayable. New saves with new characters do not suffer this problem.
Disregard. The author of another mod to which I subscribe has confirmed that it is in fact THEIR mod that's causing my problem. They're working on a fix.
It's among the abilities you cn use while transformed. You can do that out of combat that I know. Haven't entered combat whithout one of the elements active, but I'm' pretty sure you can do so as well and just get it active before pouncing at your target
Despite the complaints regarding damage, I found the mod really fun and not quite op when combined to the wretch class. If you rp as Dark Urge (I can't picture The Dark Urge as a sorcerer by no means) and see the striping of everything you had in possession by Orin, who left only a flask of cursed blood on you as mockery (which you end up drinking because, well, octopus baddie spaceship and exploding stuff), you may end up finding quite some sense in all the weirdness going around
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This is still an in progress rework. I'm open to feedback and there's things like the bonus damage from rage that I am deciding if it will need to be adjusted after all the changes. One big thing will be how this works with existing class actions and spells.
Racial Bonuses
Health: +2/level
Movement +3m
Heightened Senses
You have advantage on Wisdom (Perception)
Predatory Strikes
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes
Additionally, when you use the Attack action to use Claw, you can make one additional Claw strike as a bonus action.
Lycan Regeneration. At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1).
Radiant Weak: Taking Radiant damage blocks healing for 1 turn
Level Progression
Level 1 All Stats +2
Level 2
Level 3
Feral Might
You have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee damage rolls. This bonus increases to +2 at 11th level
Resilient Hide
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Level 4
Sharpened Claws
AC -5, damage +10. Same as GWM but for unarmed attacks
Level 5 All Stats +3 instead of +2
Level 6
Unarmed strike while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Level 7
Longstrider(given instead of an extra movement increase to prevent stacking)
Improved Predatory Strikes
You have a +1 bonus to attack rolls made with your unarmed strike. This bonus increases to +2 at 11th level.
Level 8
Level 9 All Stats +4 instead of +3
Level 10
Level 11
Level 12
After using the potion and turning into a werewolf, I'm not seeing the option to untransform... is the only way through a long rest?
Nevermind, figured it out!I don't think this is compatible with Patch 7.0
Disregard. The author of another mod to which I subscribe has confirmed that it is in fact THEIR mod that's causing my problem. They're working on a fix.I am no longer able to shape change into a werewolf, nor am I able to use the ritual spell Speak with Animals.
Furthermore, casting any kind of polymorphing spell does not actually change the target. Disguise Self does not actually change the caster into a new person, and Wild Shape spells no longer turn the druid into the animal they've chosen.
However, despite not having any outward appearance of working, items that offer buffs while shapeshifting, like the Mark of the Shapeshifter ring, still give their bonuses as expected.
Continuing to play with the mod enabled is possible, as long as the player bears these changes in mind.
However, deleting the mod makes any save that utilized it unplayable. New saves with new characters do not suffer this problem.