123456789blaaa
2012-09-05, 04:08 PM
Note : I'm reposting this from the minmaxboards in the hopes of getting even more suggestions. If someone adds something to the minmaxboards version I'll put it here and vice versa.
The Consolidated Lycanthropy Guide is a great resource but it's more for general feat/item/whatever advice that all lycanthropes qualify for rather than specific builds. I would like to create a thread that lists the best animals to take for the lycanthrope template(Don't forget to say why they're good) as well as lycanthrope builds. Nanshork even said he'd link it :smallcool: .
EDIT: Also Entomanothropes (http://www.wizards.com/default.asp?x=dnd/re/20040621a) (were vermin) are amazing. You get LA 2 without having to deal with control shape at all. The template is also much more specific about what natural attacks you get in hybrid form and they all have immunity to mind-affecting as an Extraordinary ability. . Be careful though, there are lots of small differences in the entomanothrope template compared to the lycanthrope template.
Animals
Nifern (serpent kingdoms)
Good because of a poison that paralyzes your opponent for 1d10 rounds (I recommend the black blood hunter Prc so you can get the poison in hybrid form), blindsight,extra natural attack (tail sting), good stats (Str 16,Dex 14, Con 15,Int 2, Wis 14,Cha 9) and it's only 2hd. 40 speed is nice too.
Carcass eater (libris mortis):
Good because it is only 1hd and has good stats (Str 8,Dex 17,Con 17,Int 2,Wis 12,Cha 6) and the blood frenzy ability (When damaging a living creature, you get +4 Str, +4 Con, -2 AC, auto bite for 1d4 damage when your target goes to negative hp, you can't end it voluntarily but it has no rage/frenzy restrictions), and a burrow speed of 10 feet.
Sewarm (serpent kingdoms):
Only 2 hd with a +16 racial bonus to grapple. Decent stats (Str 17,Dex 17,Con 11,Int 2, Wis 12, Cha 2). They also have a bunch of racial skill bonuses (for being a snake they get a +4 racial bonus on Listen and Spot checks as well as an +8 racial bonus on Balance and Climb checks. It can also choose to take 10 on a climb check even if it is rushed or threatened and can use either its Strength modifier or Dexterity modifier for Climb checks, whichever is higher.
A sewarms specific skill bonuses are a +8 racial bonus on Jump checks and it's racial bonus to Hide checks is +8 instead of +4. It also has a +8 racial bonus on any Swim check to preform a special action or avoid a hazard. It can always choose to take 10 on a Swim check,even if it is rushed or threatened. It cam use the run action while swimming if it swims in a straight line.)
Climbdog (arms and equipment guide)
"Don't focus on their lack of crazy abilities, like the fleshraker. They have a bite that gets 1-1/2str, 40ft land and climb speeds which are pretty fast. Plus, those 2 size changes bumps it up to 27 Str for 5 HD, second only to a sewerm's 29 for the same 5 HD.
Agreed, the sewerm is superior in many ways (swim, attach, blood drain, grapple and skill bonuses, etc) but was already suggested."
Desmodu guard bat (Monster Manual II)
"A desmodu guard bat gets you +6 str, +12 dex, +6 con, and large size for 4 HD. It looks pretty good for a lockdown build. Note that it was downgraded from blindsight to blindsense in the 3.5 update."
Fleshraker (monster manual III)
Fleshrakers might seem cool and they are. However you have to remember some things that there strengths also carry a hefty penalty of 4hd. Your minimum ECL is level 5 is ECL 7 (or 8) - 4RHD, +2 LA (or +3 for a natural lycanthrope) and a single class HD. Plus the best parts the of animal ( its special abilities) only work in animal form (unless you go into the black blood hunter Prc).
That's enough negativity for now. Lets look at the perks. We have: decent stats (Str 17,Dex 18,Con 15,Int 2,Wis 14, Cha 12), 50 ft move speed, an +8 racial bonus to Hide checks (which turns into +10 in forested areas) and a +6 racial bonus to Jump checks. It also has a tail attack. It's special abilites are awesome with leaping pounce (pounce on super steroids) being the best of the lot.
Dog (The monster manual)
"Dog is a core classic, great stat bumps and only 1 RHD. Lots of animals presented in various splatbooks (such as jackals in Sandstorm) simply say 'use stats of dogs' too, so you're not just limited to weredogs, cosmetically."
Two headed adder (forgotten realms campaign setting)
Has two heads, two bite attacks and only 1 HD. Also has a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened. A two-headed adder uses either its Strength modifier or its Dexterity modifier for Climb checks, whichever is higher. It also has a +8 racial bonus on any Swim check to preform a special action or avoid a hazard. It can always choose to take 10 on a Swim check,even if it is rushed or threatened. It cam use the run action while swimming if it swims in a straight line.)
Swindlespitter (monster manual III)
"Has great dex, a poison spit (that covers an area) blinding and mobility and weapon finesse as bonus feats, 2HD though)"
Octopus (monster manual)
Octopusses (octopus,octopi?) are freakin awesome. For only 2HD you get a bunch of great abilities that work both inside and (by RAW) outside of water. A problem is that wereoctopi gain the aquatic subtype in both hybrid and animal form (which is where you'll be doing the fighting).
There are a couple of ways to circumvent this.The first is to apply the amphibious template from stormwrack to the base humanoid/giant. It's 0LA and all you sacrifice is -2 Dex. The second option is to "...get your shape change as a free action, shift, attack, and shift back, all in one turn..."(suggestion by TypoNinja). Two ways to do this are:
1. getting to the 5th level of the warshaper prestige class and taking the quick change feat (both the prestige class and the feat allow you to change as a move action, they stack to make changing a free action).
2. getting to 10th level of the black blood hunter prestige class.
The third option (suggested by Littha) is "Anyway, easiest way around the Aquatic problem is playing as a race that already has the Amphibious quality like Merfolk They are another LA on top of what you already have but the stat mods are pretty nice.
Aventi from Stormwrack are LA 0 with amphibious but have nothing else of note other than a +1 caster level to water spells."
The amphibious template is the quickest option (besides playing as a race with the amphibious quality) (and it preserve your chars race) but if you can start at a level when you can use the other options, do so (an exception is . playing a race with the amphibious quality, it saves you -2 Dex at the cost of locking you into a race (which may be subpar). Easiest doesn't always mean best). Dex is the octopusses only good stat modifier plus changing as a free action is awesome anyway.
The advantages of the octopus are many. They include: 30 ft swim speed,a +4 racial bonus on Hide checks, a +10 racial bonus on Escape Artist checks, a. +8 racial bonus on any Swim check to perform some special action or avoid a hazard (It can always choose to take 10 on a Swim check even if distracted or endangered and it can use the run action while swimming, provided it swims in a straight line) 81 arm that's still nice for being an extra natural attack (unsure if it retains it in hybrid form), Improved grab without size limits that automatically deals bite damage if it succeeds (I reccomend black blood hunter so you can use it in hybrid form), The ability to emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment and is usable in all your forms (by RAW you can both this ability and the jet ability out of water), weapon finesse as a bonus feat, and the ability to jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting and this ability can be used in any form.You could also use this to "fly":Jet 200' into the air.
Drop distance = land movement speed (much slower)
Jet 200' further at an angle to adjust height.
???
Profit!
To land, adjust height to 5'. Flop back on land for 0 damage. (You need a ring of feather fall for the trick to work since "you can't fly with jet for more than 2 rounds normally, and you will take massive falling damage. drop distance is 150 ft. on the first round, and 300 ft. on all subsequent rounds. dmg pg. 20 and dmg pg. 148 provide examples, although no general falling rule is mentioned in the phb, the dmg, or the rules compendium." ). (suggested by 2xMachina)
The only dark spot on the octopusses shining lamp of awesomesauce is that it's only stat above 12 is Dex (17) however, this synergizes well with getting weapon finesse.
Oh and if you use the sword and fist splatbook, an octopus gets an extra grapple modifier for its extra limb.
Note: Littha suggests squid as an alternative to the octopus. He says: " The difference between Squid and Octopus is an extra HD for +2 Str mostly. You also get 1 more natural armor and 30ft bonus to your swim speed. Nothing spectacular"
Cheetah
3HD and has weapon finesse as a bonus feat. Stat mods are okay and the sprint ability is alright " Cheetah is really the core only option for Fleshrakers. It has less HD and lower Str but the same speed/size. Doesn't have leaping pounce but trip is useful in its own way".
Builds
The Werebadger Lord (by Nanshork)
Dwarf Werebadger Lord (natural, +3 LA and 3 animal hit dice)
Barbarian 1/ Fighter 1/ Warshaper 2/Battlerager 5/ Deepwarden 2/ Fist of the Forest 3
Alignment: non-lawful
Variants: Lion-Totem Barbarian (Complete Champion)
1 ) Barbarian - Power Attack
2-4 ) Werebadger Lord- Iron Will (b), Track(b), Great Fortitude, Endurance
5 ) Fighter - Cleave
6 ) Warshaper - Reckless Rage
7 ) Warshaper
8 ) Battlerager
9 ) Battlerager - Close Quarters Fighting(b), Steadfast Determination
10 ) Battlerager - Improved Unarmed Strike(b)
11 ) Fist of the Forest
12 ) Deepwarden - Track(b) [retrain to Snap Kick], Multiattack
13 ) Deepwarden
14 ) Battlerager - Reckless Offensive(b), Great Cleave(b), Improved Natural Attack (bite)
15 ) Battlerager - Improved Multiattack
16 ) Fist of the Forest
17 ) Fist of the Forest
Lycanthrope template says animal HD are never first HD.
Minimum Int is 14 for skill prereqs.
Items: Monks Belt, Amulet Mighty Fists
Other feats of interest: Leap Attack, Shock Trooper (requires Imp. Bull Rush)
Jack the Dread Capuchin (by Rancor1)
http://www.giantitp.com/forums/showpost.php?p=9321119&postcount=153
Unnamed Build 1(by Biffoniacus_Furiou)
Were- Dark Creature (ToM) Serval (Sandstorm) + Whisper Gnome (RoS), Fractional BAB (UA), Animal 1/ Spellthief 1/ Unarmed Swordsage 4/ Warshaper 4/ Unarmed Swordsage+. Darkstalker, (Improved) Multiattack, etc. Spellthief allows the use of wands of most Wizard schools, namely Wraithstrike. Insane bonuses to Hide and Move Silently without even putting any ranks into them.
A few items of note:
1. Serval has Weapon Finesse at +0 BAB, so in accordance with the core Monster Manual errata that should be switched to a racial bonus feat and its 1 HD feat should be a +2/+2 skill feat, most likely Stealthy.
2. Dark Creature doesn't change the Serval's type from animal, and you don't count any of the base animal's level adjustment. Not as bad as throwing Paragon on it, but if it's too much you can get a greater Collar of Umbral Metamorphosis instead.
3. Always use fractional BAB (UA) with Lycanthropes, unless its number of animal HD is an increment of four.
4. Wear a small decorative (worthless) pendant around your neck. Hire an NPC spellcaster to put (Extended, Heightened) Deeper Darkness on it. Place it in your mouth to block the darkness effect. If you're lacking conditions that permit you to hide, you can 'drop' it as a free action by spitting it out, and it falls back into its place hanging around your neck.
Old Lob Many Eyes (by Akal Saris)
http://www.giantitp.com/forums/showpost.php?p=8441606&postcount=106
DINO-POWER! (by Snizor)
Name: DINO-POWER
Race: Human Were-Fleshraker (afflicted)
Build: Warblade 1/ Fleshraker 6 (4hd, 2 LA), Warblade +1/ Bloodclaw Master 3/ Warblade +9
Feats (by ECL):
1. Power Attack, (Improved Bull Rush)
3. Improved Natural Attack: Claw
5.(Track)
8. Multiattack
11.Shock Trooper
14. Leap Attack, (Warblade bonus feat)
17. Combat Expertise
19. (Warblade Bonus feat)
20. Improved Trip
Maneuver Known/readied: 11/6
Initiator Lvl: 16
Stances Known: Leading the Charge (WR 1), Crushing Weaight of the Mountain (SD 3), (Any 8th lvl or lower stance).
Recommend Maneuvers: Dancing/Raging Mongoose, Sudden Leap, Various Tiger Claw strikes supplemented with minor counters from Diamond Mind.
Tactics: This build focuses on charging and making use of the Fleshraker's Leaping Pounce ability. In order to do so, one must be in animal form. The Bloodclaw Master levels provide full STR to dmg and remove the Multiattack penalty for Claws. The default stance against enemies that are you're size or smaller should be Crushing Weight of the Mountain for the Constrict Attack. Here's the lvl 20 ideal charge.
Raging Mongoose (TC 8)+Shocktrooper+Leap Attack+Leaping Pounce+Improved Trip+Leading the Charge (WR 1): Raging Mongoose gives us 4 additional claw attacks, so the full attack routine looks like this: 6 Claws, 1 Bite, 1 Tail(against opponent not bitten), One Rake. Leaping Pounce then allows us to trip an opponent up to our size catagory. If this is successful, Improved Trip gives another attack and Leaping Pounce allows us to attempt to pin them to the ground.
Round 2: Activate Crushing Weight of the Mountain stance (the only Stone Dragon stance that doesn't deactivate after moving more than 5ft) gives us a Constrict attack to go with the 2 Claws + Rake attack from the pin initiated by Leaping Pounce.
Design Notes: Due to the 2 LA and 4 racial hd (which lowers to final initiator lvl by 4), I tried to avoid PRC into non-initiator classes.
1.The Black Blood Hunter (PGtF) for 3 lvls would have given me the ability to use Leaping Pounce in hybrid form, but I would've lost access to eigth lvl maneuvers (Raging Mongoose) and had a BAB of +15, which defeats to purpose of hybrid form anyways. The reason I avoided a 1-to-2 lvl dip is because it would lower BAB and initiator lvl. Besides, the ability to make use of Wilding armor and similar is not that important for those who spend the majority of their time in animal form (just use barding designed for a quadraped)
2. A 2 lvl dip in Warshaper was tempting. I avoided it for the BaB/Initiator lvl drops it would provide. Also, I had no desire to abuse the poor wording of the Morphic Weapons ability to create rediculous #s of attacks.
Improved Trip line seems a bit weak at lvl 20, any suggestions for replacements?
Also, a rules question, would a Mouthpick (LoM) 2-hander allow for 6 attack (Raging Mongoose with Mouthpick weapon)+ 3 Claw+1 Claw+1 Rake+1 Tail in a Leaping Pounce?
I could add why the builds I posted are good as well if people want me too.
Credits
Credits for animals
Suggested by 123: Nifern, Carcass eater.
Suggested by Serpercival: Sewarm.
Suggested by Maat Mons: Desmodu guard bat.
Suggested by Zook1shoe: Climbdog, Fleshraker.
Suggested by Hirax: Dog
Suggested by God Imperror: Two headed adder, Swindlespitter.
Suggested by Madara: Octopus (not directly but he made a thread explaining how they make good lycanthropes).
Suggested by Littha:Squid,Cheetah.
Credits for builds
Suggested by 123: Dwarf Werebadger Lord, Jack the dread capuchin,Old Lob Many Eyes,DINO-POWER! .
Suggested by Biffoniacus_Furiou: Unnamed Build 1.
The Consolidated Lycanthropy Guide is a great resource but it's more for general feat/item/whatever advice that all lycanthropes qualify for rather than specific builds. I would like to create a thread that lists the best animals to take for the lycanthrope template(Don't forget to say why they're good) as well as lycanthrope builds. Nanshork even said he'd link it :smallcool: .
EDIT: Also Entomanothropes (http://www.wizards.com/default.asp?x=dnd/re/20040621a) (were vermin) are amazing. You get LA 2 without having to deal with control shape at all. The template is also much more specific about what natural attacks you get in hybrid form and they all have immunity to mind-affecting as an Extraordinary ability. . Be careful though, there are lots of small differences in the entomanothrope template compared to the lycanthrope template.
Animals
Nifern (serpent kingdoms)
Good because of a poison that paralyzes your opponent for 1d10 rounds (I recommend the black blood hunter Prc so you can get the poison in hybrid form), blindsight,extra natural attack (tail sting), good stats (Str 16,Dex 14, Con 15,Int 2, Wis 14,Cha 9) and it's only 2hd. 40 speed is nice too.
Carcass eater (libris mortis):
Good because it is only 1hd and has good stats (Str 8,Dex 17,Con 17,Int 2,Wis 12,Cha 6) and the blood frenzy ability (When damaging a living creature, you get +4 Str, +4 Con, -2 AC, auto bite for 1d4 damage when your target goes to negative hp, you can't end it voluntarily but it has no rage/frenzy restrictions), and a burrow speed of 10 feet.
Sewarm (serpent kingdoms):
Only 2 hd with a +16 racial bonus to grapple. Decent stats (Str 17,Dex 17,Con 11,Int 2, Wis 12, Cha 2). They also have a bunch of racial skill bonuses (for being a snake they get a +4 racial bonus on Listen and Spot checks as well as an +8 racial bonus on Balance and Climb checks. It can also choose to take 10 on a climb check even if it is rushed or threatened and can use either its Strength modifier or Dexterity modifier for Climb checks, whichever is higher.
A sewarms specific skill bonuses are a +8 racial bonus on Jump checks and it's racial bonus to Hide checks is +8 instead of +4. It also has a +8 racial bonus on any Swim check to preform a special action or avoid a hazard. It can always choose to take 10 on a Swim check,even if it is rushed or threatened. It cam use the run action while swimming if it swims in a straight line.)
Climbdog (arms and equipment guide)
"Don't focus on their lack of crazy abilities, like the fleshraker. They have a bite that gets 1-1/2str, 40ft land and climb speeds which are pretty fast. Plus, those 2 size changes bumps it up to 27 Str for 5 HD, second only to a sewerm's 29 for the same 5 HD.
Agreed, the sewerm is superior in many ways (swim, attach, blood drain, grapple and skill bonuses, etc) but was already suggested."
Desmodu guard bat (Monster Manual II)
"A desmodu guard bat gets you +6 str, +12 dex, +6 con, and large size for 4 HD. It looks pretty good for a lockdown build. Note that it was downgraded from blindsight to blindsense in the 3.5 update."
Fleshraker (monster manual III)
Fleshrakers might seem cool and they are. However you have to remember some things that there strengths also carry a hefty penalty of 4hd. Your minimum ECL is level 5 is ECL 7 (or 8) - 4RHD, +2 LA (or +3 for a natural lycanthrope) and a single class HD. Plus the best parts the of animal ( its special abilities) only work in animal form (unless you go into the black blood hunter Prc).
That's enough negativity for now. Lets look at the perks. We have: decent stats (Str 17,Dex 18,Con 15,Int 2,Wis 14, Cha 12), 50 ft move speed, an +8 racial bonus to Hide checks (which turns into +10 in forested areas) and a +6 racial bonus to Jump checks. It also has a tail attack. It's special abilites are awesome with leaping pounce (pounce on super steroids) being the best of the lot.
Dog (The monster manual)
"Dog is a core classic, great stat bumps and only 1 RHD. Lots of animals presented in various splatbooks (such as jackals in Sandstorm) simply say 'use stats of dogs' too, so you're not just limited to weredogs, cosmetically."
Two headed adder (forgotten realms campaign setting)
Has two heads, two bite attacks and only 1 HD. Also has a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened. A two-headed adder uses either its Strength modifier or its Dexterity modifier for Climb checks, whichever is higher. It also has a +8 racial bonus on any Swim check to preform a special action or avoid a hazard. It can always choose to take 10 on a Swim check,even if it is rushed or threatened. It cam use the run action while swimming if it swims in a straight line.)
Swindlespitter (monster manual III)
"Has great dex, a poison spit (that covers an area) blinding and mobility and weapon finesse as bonus feats, 2HD though)"
Octopus (monster manual)
Octopusses (octopus,octopi?) are freakin awesome. For only 2HD you get a bunch of great abilities that work both inside and (by RAW) outside of water. A problem is that wereoctopi gain the aquatic subtype in both hybrid and animal form (which is where you'll be doing the fighting).
There are a couple of ways to circumvent this.The first is to apply the amphibious template from stormwrack to the base humanoid/giant. It's 0LA and all you sacrifice is -2 Dex. The second option is to "...get your shape change as a free action, shift, attack, and shift back, all in one turn..."(suggestion by TypoNinja). Two ways to do this are:
1. getting to the 5th level of the warshaper prestige class and taking the quick change feat (both the prestige class and the feat allow you to change as a move action, they stack to make changing a free action).
2. getting to 10th level of the black blood hunter prestige class.
The third option (suggested by Littha) is "Anyway, easiest way around the Aquatic problem is playing as a race that already has the Amphibious quality like Merfolk They are another LA on top of what you already have but the stat mods are pretty nice.
Aventi from Stormwrack are LA 0 with amphibious but have nothing else of note other than a +1 caster level to water spells."
The amphibious template is the quickest option (besides playing as a race with the amphibious quality) (and it preserve your chars race) but if you can start at a level when you can use the other options, do so (an exception is . playing a race with the amphibious quality, it saves you -2 Dex at the cost of locking you into a race (which may be subpar). Easiest doesn't always mean best). Dex is the octopusses only good stat modifier plus changing as a free action is awesome anyway.
The advantages of the octopus are many. They include: 30 ft swim speed,a +4 racial bonus on Hide checks, a +10 racial bonus on Escape Artist checks, a. +8 racial bonus on any Swim check to perform some special action or avoid a hazard (It can always choose to take 10 on a Swim check even if distracted or endangered and it can use the run action while swimming, provided it swims in a straight line) 81 arm that's still nice for being an extra natural attack (unsure if it retains it in hybrid form), Improved grab without size limits that automatically deals bite damage if it succeeds (I reccomend black blood hunter so you can use it in hybrid form), The ability to emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment and is usable in all your forms (by RAW you can both this ability and the jet ability out of water), weapon finesse as a bonus feat, and the ability to jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting and this ability can be used in any form.You could also use this to "fly":Jet 200' into the air.
Drop distance = land movement speed (much slower)
Jet 200' further at an angle to adjust height.
???
Profit!
To land, adjust height to 5'. Flop back on land for 0 damage. (You need a ring of feather fall for the trick to work since "you can't fly with jet for more than 2 rounds normally, and you will take massive falling damage. drop distance is 150 ft. on the first round, and 300 ft. on all subsequent rounds. dmg pg. 20 and dmg pg. 148 provide examples, although no general falling rule is mentioned in the phb, the dmg, or the rules compendium." ). (suggested by 2xMachina)
The only dark spot on the octopusses shining lamp of awesomesauce is that it's only stat above 12 is Dex (17) however, this synergizes well with getting weapon finesse.
Oh and if you use the sword and fist splatbook, an octopus gets an extra grapple modifier for its extra limb.
Note: Littha suggests squid as an alternative to the octopus. He says: " The difference between Squid and Octopus is an extra HD for +2 Str mostly. You also get 1 more natural armor and 30ft bonus to your swim speed. Nothing spectacular"
Cheetah
3HD and has weapon finesse as a bonus feat. Stat mods are okay and the sprint ability is alright " Cheetah is really the core only option for Fleshrakers. It has less HD and lower Str but the same speed/size. Doesn't have leaping pounce but trip is useful in its own way".
Builds
The Werebadger Lord (by Nanshork)
Dwarf Werebadger Lord (natural, +3 LA and 3 animal hit dice)
Barbarian 1/ Fighter 1/ Warshaper 2/Battlerager 5/ Deepwarden 2/ Fist of the Forest 3
Alignment: non-lawful
Variants: Lion-Totem Barbarian (Complete Champion)
1 ) Barbarian - Power Attack
2-4 ) Werebadger Lord- Iron Will (b), Track(b), Great Fortitude, Endurance
5 ) Fighter - Cleave
6 ) Warshaper - Reckless Rage
7 ) Warshaper
8 ) Battlerager
9 ) Battlerager - Close Quarters Fighting(b), Steadfast Determination
10 ) Battlerager - Improved Unarmed Strike(b)
11 ) Fist of the Forest
12 ) Deepwarden - Track(b) [retrain to Snap Kick], Multiattack
13 ) Deepwarden
14 ) Battlerager - Reckless Offensive(b), Great Cleave(b), Improved Natural Attack (bite)
15 ) Battlerager - Improved Multiattack
16 ) Fist of the Forest
17 ) Fist of the Forest
Lycanthrope template says animal HD are never first HD.
Minimum Int is 14 for skill prereqs.
Items: Monks Belt, Amulet Mighty Fists
Other feats of interest: Leap Attack, Shock Trooper (requires Imp. Bull Rush)
Jack the Dread Capuchin (by Rancor1)
http://www.giantitp.com/forums/showpost.php?p=9321119&postcount=153
Unnamed Build 1(by Biffoniacus_Furiou)
Were- Dark Creature (ToM) Serval (Sandstorm) + Whisper Gnome (RoS), Fractional BAB (UA), Animal 1/ Spellthief 1/ Unarmed Swordsage 4/ Warshaper 4/ Unarmed Swordsage+. Darkstalker, (Improved) Multiattack, etc. Spellthief allows the use of wands of most Wizard schools, namely Wraithstrike. Insane bonuses to Hide and Move Silently without even putting any ranks into them.
A few items of note:
1. Serval has Weapon Finesse at +0 BAB, so in accordance with the core Monster Manual errata that should be switched to a racial bonus feat and its 1 HD feat should be a +2/+2 skill feat, most likely Stealthy.
2. Dark Creature doesn't change the Serval's type from animal, and you don't count any of the base animal's level adjustment. Not as bad as throwing Paragon on it, but if it's too much you can get a greater Collar of Umbral Metamorphosis instead.
3. Always use fractional BAB (UA) with Lycanthropes, unless its number of animal HD is an increment of four.
4. Wear a small decorative (worthless) pendant around your neck. Hire an NPC spellcaster to put (Extended, Heightened) Deeper Darkness on it. Place it in your mouth to block the darkness effect. If you're lacking conditions that permit you to hide, you can 'drop' it as a free action by spitting it out, and it falls back into its place hanging around your neck.
Old Lob Many Eyes (by Akal Saris)
http://www.giantitp.com/forums/showpost.php?p=8441606&postcount=106
DINO-POWER! (by Snizor)
Name: DINO-POWER
Race: Human Were-Fleshraker (afflicted)
Build: Warblade 1/ Fleshraker 6 (4hd, 2 LA), Warblade +1/ Bloodclaw Master 3/ Warblade +9
Feats (by ECL):
1. Power Attack, (Improved Bull Rush)
3. Improved Natural Attack: Claw
5.(Track)
8. Multiattack
11.Shock Trooper
14. Leap Attack, (Warblade bonus feat)
17. Combat Expertise
19. (Warblade Bonus feat)
20. Improved Trip
Maneuver Known/readied: 11/6
Initiator Lvl: 16
Stances Known: Leading the Charge (WR 1), Crushing Weaight of the Mountain (SD 3), (Any 8th lvl or lower stance).
Recommend Maneuvers: Dancing/Raging Mongoose, Sudden Leap, Various Tiger Claw strikes supplemented with minor counters from Diamond Mind.
Tactics: This build focuses on charging and making use of the Fleshraker's Leaping Pounce ability. In order to do so, one must be in animal form. The Bloodclaw Master levels provide full STR to dmg and remove the Multiattack penalty for Claws. The default stance against enemies that are you're size or smaller should be Crushing Weight of the Mountain for the Constrict Attack. Here's the lvl 20 ideal charge.
Raging Mongoose (TC 8)+Shocktrooper+Leap Attack+Leaping Pounce+Improved Trip+Leading the Charge (WR 1): Raging Mongoose gives us 4 additional claw attacks, so the full attack routine looks like this: 6 Claws, 1 Bite, 1 Tail(against opponent not bitten), One Rake. Leaping Pounce then allows us to trip an opponent up to our size catagory. If this is successful, Improved Trip gives another attack and Leaping Pounce allows us to attempt to pin them to the ground.
Round 2: Activate Crushing Weight of the Mountain stance (the only Stone Dragon stance that doesn't deactivate after moving more than 5ft) gives us a Constrict attack to go with the 2 Claws + Rake attack from the pin initiated by Leaping Pounce.
Design Notes: Due to the 2 LA and 4 racial hd (which lowers to final initiator lvl by 4), I tried to avoid PRC into non-initiator classes.
1.The Black Blood Hunter (PGtF) for 3 lvls would have given me the ability to use Leaping Pounce in hybrid form, but I would've lost access to eigth lvl maneuvers (Raging Mongoose) and had a BAB of +15, which defeats to purpose of hybrid form anyways. The reason I avoided a 1-to-2 lvl dip is because it would lower BAB and initiator lvl. Besides, the ability to make use of Wilding armor and similar is not that important for those who spend the majority of their time in animal form (just use barding designed for a quadraped)
2. A 2 lvl dip in Warshaper was tempting. I avoided it for the BaB/Initiator lvl drops it would provide. Also, I had no desire to abuse the poor wording of the Morphic Weapons ability to create rediculous #s of attacks.
Improved Trip line seems a bit weak at lvl 20, any suggestions for replacements?
Also, a rules question, would a Mouthpick (LoM) 2-hander allow for 6 attack (Raging Mongoose with Mouthpick weapon)+ 3 Claw+1 Claw+1 Rake+1 Tail in a Leaping Pounce?
I could add why the builds I posted are good as well if people want me too.
Credits
Credits for animals
Suggested by 123: Nifern, Carcass eater.
Suggested by Serpercival: Sewarm.
Suggested by Maat Mons: Desmodu guard bat.
Suggested by Zook1shoe: Climbdog, Fleshraker.
Suggested by Hirax: Dog
Suggested by God Imperror: Two headed adder, Swindlespitter.
Suggested by Madara: Octopus (not directly but he made a thread explaining how they make good lycanthropes).
Suggested by Littha:Squid,Cheetah.
Credits for builds
Suggested by 123: Dwarf Werebadger Lord, Jack the dread capuchin,Old Lob Many Eyes,DINO-POWER! .
Suggested by Biffoniacus_Furiou: Unnamed Build 1.