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  1. - Top - End - #1
    Barbarian in the Playground
     
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    Default 3.5 Werewolf dressing room (equipment)

    now that the build its finished im looking foward to think about my character future equipment.
    LA+2/werewolf class2/barbarian2/fist of the forest1/wildshaper3/runescar berserker 10 (unaprochable east)

    the basic idea was to get Vow of Poverty but those 2 feats destroy my build PrC requirements.

    what kind of equipment, apart from stat bonuses of course, can i buy for this type of character, a bite and slashing machine???

    note: transformation into werewolf tears my clothes, im not a druid....
    english not base lenguage, sry for the grammar, thanks.


    Kael Proudmoure, Swifblade (avatar by Loki Eremes)
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    Default Re: 3.5 Werewolf dressing room (equipment)

    A top hat:

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    Default Re: 3.5 Werewolf dressing room (equipment)

    Quote Originally Posted by Excession View Post
    A top hat:

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    stupid cataclism, i hate the alliance so much now
    english not base lenguage, sry for the grammar, thanks.


    Kael Proudmoure, Swifblade (avatar by Loki Eremes)
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    Default Re: 3.5 Werewolf dressing room (equipment)

    Oh its not that bad. Sure they have the much better Mage Races, The Cooler Cataclysm Race, The Better Death Knights, Better Paladins, Better Druids.

    But well the Horde has. You know what the Horde really has nothing.

    Also I would suggest expanding armor.
    Tell you Gm the armor has leather plates that snap when you change so it can still fit you and these plates can be reset once you change back.
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    Default Re: 3.5 Werewolf dressing room (equipment)

    Quote Originally Posted by Vknight View Post
    Oh its not that bad. Sure they have the much better Mage Races, The Cooler Cataclysm Race, The Better Death Knights, Better Paladins, Better Druids.

    But well the Horde has. You know what the Horde really has nothing.

    Also I would suggest expanding armor.
    Tell you Gm the armor has leather plates that snap when you change so it can still fit you and these plates can be reset once you change back.
    armor is not the problem since im using unarmed CA from fist of the forest.

    what about offensive equipment? and lets dont make this a cataclism tread
    english not base lenguage, sry for the grammar, thanks.


    Kael Proudmoure, Swifblade (avatar by Loki Eremes)
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    Default Re: 3.5 Werewolf dressing room (equipment)

    I don't play WoW 3of my players did, this became a joke amongst them. But yeah lets not go down that road.

    As for offensive if you got natural claws upgrade them see if you can get them treated with silver, your teeth with Cold Iron.
    If can't think of anything else at the moment so I'll get back to you.
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    Quote Originally Posted by Miscast_Mage View Post
    You're a frickin' ninja below me, too!? You got mad skills, Vknight.
    Quote Originally Posted by Arbane View Post
    Rogue vs. Dog. (The new Cat vs. Commoner, only not amusing!)
    Quote Originally Posted by Jay R View Post
    You are making the assumption of rational planning. After 37 years of dungeon crawling, I still have zero evidence that the average dungeon was designed by the sane.
    "Sleep is optional, just ask Vknight" Someone I Forget but thanks... I don't

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    Default Re: 3.5 Werewolf dressing room (equipment)

    I would suggest getting a Necklace of Natural Attacks for your bite and just getting yourself a big honkin' two-hander to go with it.
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    Default Re: 3.5 Werewolf dressing room (equipment)

    If you're going for a lot of natural weapons, perhaps a Permanancy'd Greater Magic Fang might be in order? Vulnerable to Dispel effects though, so it's a toss up.
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    Default Re: 3.5 Werewolf dressing room (equipment)

    Magic Pants. I know there is no pants magic slot, but by Toutatis, if you are going to be shapeshifter who changes size, you need pants that can contain your, er, dignity, as it were.
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    Default Re: 3.5 Werewolf dressing room (equipment)

    The size change and pants thing sparked a thought of an alternative answer: "Spandex! All spandex!"
    Last edited by Excession; 2011-02-09 at 10:30 PM.

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    Default Re: 3.5 Werewolf dressing room (equipment)

    Quote Originally Posted by Excession View Post
    The size change and pants thing sparked a thought of an alternative answer: "Spandex! All spandex!"
    Yes, but that's almost as exposing of your *ahem* dignity. And spandex and similarly stretchy fabrics are a quite recent innovation, even if hose is not. You know why Superman wears his underwear on the outside? Because similar costumes were worn by circus strongmen and other performers at the time of his introduction and such cloth as was available had a tendency to split at the crotch with acrobatics, exposing the gentiles. The looser over shorts kept things contained.
    Quote Originally Posted by Calanon View Post
    Raven_Cry's comments often have the effects of a +5 Tome of Understanding

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    Default Re: 3.5 Werewolf dressing room (equipment)

    If you're allowing 3.0 (or in this case just on the cusp of 3.5), you might try Beast Claws. Spiked gauntlets that let you use your base claw damage, but apply the enhancement bonus of the weapon to your attacks, and even deal an extra 1d6 points of damage.
    Last edited by Kerghan; 2011-02-09 at 10:50 PM.

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    Default Re: 3.5 Werewolf dressing room (equipment)

    Quote Originally Posted by Excession View Post
    A top hat:

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    That is also my only weakness as well. I came with in inches of actually purchasing the game, until I realized.. I'd have to spend over 119 dollars to get everything I need to play a werewolf in a top hat on wow.

    Instead i used less than 100 dollars to buy a top hat and a great werewolf mask. :D


    for werewolf character though..

    Necklace of Natural attacks and Top hat of disguise.

    And Loose fitting robes.

    Course I'm in the camp where just because you shapeshift doesn't mean everything you are wearing suddenly explodes. I find it pretty dumb. Especially when you are bigger than your transformed counterpart.
    Last edited by Triskavanski; 2011-02-10 at 01:38 AM.

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    Default Re: 3.5 Werewolf dressing room (equipment)

    Quote Originally Posted by Vknight View Post
    I don't play WoW 3of my players did, this became a joke amongst them. But yeah lets not go down that road.

    As for offensive if you got natural claws upgrade them see if you can get them treated with silver, your teeth with Cold Iron.
    If can't think of anything else at the moment so I'll get back to you.
    Silver is not needed. IIRC your natural attacks overcome your own type of DR.

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    NecromancerGuy

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    Default Re: 3.5 Werewolf dressing room (equipment)

    Quote Originally Posted by BenInHB View Post
    Silver is not needed. IIRC your natural attacks overcome your own type of DR.
    Correct.12
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    Default Re: 3.5 Werewolf dressing room (equipment)

    Quote Originally Posted by BobVosh View Post
    Correct.12
    Incorrect.


    DR Magic monsters can overcome DR Magic.
    DR Epic monsters can overcome DR Epic.
    Creatures with alignment subtypes overcome DR that alignment.


    That is it.

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    Default Re: 3.5 Werewolf dressing room (equipment)

    Quote Originally Posted by Kerghan View Post
    If you're allowing 3.0 (or in this case just on the cusp of 3.5), you might try Beast Claws. Spiked gauntlets that let you use your base claw damage, but apply the enhancement bonus of the weapon to your attacks, and even deal an extra 1d6 points of damage.
    this option is very solid, ill tell my dm about it.

    and i have a doubt now, if i use an amulet of natural attaks, it counts for both, claws and bite?, or just one???

    what aobut wonderous items for shapeshifters or natural attack?
    english not base lenguage, sry for the grammar, thanks.


    Kael Proudmoure, Swifblade (avatar by Loki Eremes)
    Unlimited arcane technique: Spell, Sword, and Fist.


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    Default Re: 3.5 Werewolf dressing room (equipment)

    Go with this:

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    Last edited by Gettles; 2011-02-10 at 02:49 PM.
    Thanks to Lindorm for the Ziltoid avatar.

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    Default Re: 3.5 Werewolf dressing room (equipment)

    Things almost all mid-high level melee need:

    +str
    +con
    +saves
    short range teleports
    personal haste
    flight
    Freedom of Movement
    daze/stun immunity or removal
    True Sight, or at least See Invisible
    miss chance
    Mind Blank
    protection form negative levels
    out of combat healing

    That...should pretty well cover you. The items need not be continuous, depending on your DM, but should be relatively accessable.
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    _________________________________
    A beholder’s favorite foods include small live mammals, exotic mushrooms and other fungi, gnomes, beef, pork, colorful leafy vegetables, leaves, flower petals, insects, and birds.

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    Default Re: 3.5 Werewolf dressing room (equipment)

    Quote Originally Posted by Keld Denar View Post
    Things almost all mid-high level melee need:

    +str
    +con
    +saves
    short range teleports
    personal haste
    flight
    Freedom of Movement
    daze/stun immunity or removal
    True Sight, or at least See Invisible
    miss chance
    Mind Blank
    protection form negative levels
    out of combat healing

    That...should pretty well cover you. The items need not be continuous, depending on your DM, but should be relatively accessable.
    thanks thas the kind of answer im talking about, the best now for me is just sit and read the magic item compendium for now...
    english not base lenguage, sry for the grammar, thanks.


    Kael Proudmoure, Swifblade (avatar by Loki Eremes)
    Unlimited arcane technique: Spell, Sword, and Fist.


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    Default Re: 3.5 Werewolf dressing room (equipment)

    Freedom is a big one, and its not cheap. Freedom armor is 36000g + cost of armor, and thats the cheapest, but you aren't doing armor. FoM Ring is 40,000g.

    Short range teleports are accessable a few ways. Aporter armor is a good way, but simple Anklets of Translocation would work too. Anklets are nice, because if you read in the fluff about FotF and whatnot, you bust up your shoes pretty bad. Anklets, in theory, shouldn't break. There's also Cloak of the Montebank in the DMG, but its oppresively expensive. If you can get your teleports from a feat, its probably better (Hidden Talent for Dimension Hop, then visit the Earth Node location (CPsi for both Dim Hop and Earth Node), you can teleport 10' as a swift action 7/day. Thats pretty good, but Hidden Talent has to be taken at 1st level.

    Personal Haste is gonna be tough for you. You typically get it from the boots slot or armor slot. You won't really have either. You could probably ignore this one, especially if you are not using a bit 2hander.

    Stun/Daze recovery is pretty easy. The Quick Recovery feat in Lords of Madness is the best way, but a Third Eye: Clarity (MIC) is a decent stand in. I'd get 1 to start with, and at about level 13ish get 2 more. You can swap them out between combats.

    Protection from Negative Levels is also another one of those thats easy to get on armor, but not elsewhere. Death Ward armor from the MIC protects you from 1 attack per day for a +1 bonus, and all attacks for a +4 bonus. If you use the A&EG rules for Bracers of Armor, you have a cheap slot to go to.

    Miss Chance is something you can get on a cloak (Minor Displacement, Major is a trap), or a Ring of Blinking. Ring of Blinking has an action cost though, and gives you a 20% miss chance, but it gives the best protection.

    Flight, the best sources are Wings of Flying and Phoenix Cloak (MIC). Phoenix Cloak would probably be best for you, given your high movement speed. Both are really expensive, though, in the 50k+ range. Cheaper sources are Winged Boots (which you'll bust), or IIRC, there is a buckler that grants flight. If you can't afford it, it might be worthwhile to buy a couple of potions for now.

    True Sight is easy. Scout's Headband (MIC), is 3400g. 1 minute of True Sight or 10 minutes of See Invis, once per day, your choice. Headband is cheap, get 2.

    I guess that just leaves OOC healing. Buy a Wand of Lesser Vigor or 2. Each heals 550 HP in its life. Thats enough to bring you from dead to full ~5 times, each, at mid levels.

    So yea...try to get as many of those things as you can with Runescar spells, and you'll save some money.
    Quote Originally Posted by Fax Celestis View Post
    AILHAY THULUCAY! AILHAY THULUCAY! AILHAY THULUCAY!
    _________________________________
    A beholder’s favorite foods include small live mammals, exotic mushrooms and other fungi, gnomes, beef, pork, colorful leafy vegetables, leaves, flower petals, insects, and birds.

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    RedWizardGuy

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    Default Re: 3.5 Werewolf dressing room (equipment)

    I really, truly... hate myself for doing this...

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    "Wild" armor enhancement from Masters of the Wild. Pg 29 and Wilding Clasp from the same book, Pg 30. That will make your equipement less... destroyable
    Last edited by NekoJoker; 2011-02-10 at 03:38 PM.

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    Default Re: 3.5 Werewolf dressing room (equipment)

    Quote Originally Posted by NekoJoker View Post
    I really, truly... hate myself for doing this...

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    "Wild" armor enhancement from Masters of the Wild. Pg 29 and Wilding Clasp from the same book, Pg 30. That will make your equipement less... destroyable
    but the armor is not a problem since fist of the forest gives unarmed CON ac bonus.

    thanks a lot for all that info Keld Denar
    Last edited by pilvento; 2011-02-10 at 04:03 PM.
    english not base lenguage, sry for the grammar, thanks.


    Kael Proudmoure, Swifblade (avatar by Loki Eremes)
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    Halfling in the Playground
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    Default Re: 3.5 Werewolf dressing room (equipment)

    Ever considered a were-fox?

    Sorry, I was in a group with a half-fox druid with a fox companion. Kinda got the fox vibe into me.

    Like some people have said, necklace of natural attacks is a good choice. There's not much more for me to add. The previous posters pretty much have it wrapped up.

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    Default Re: 3.5 Werewolf dressing room (equipment)

    No D at the end of my name...consider all advice officially revoked!
    Last edited by Keld Denar; 2011-02-10 at 04:07 PM.
    Quote Originally Posted by Fax Celestis View Post
    AILHAY THULUCAY! AILHAY THULUCAY! AILHAY THULUCAY!
    _________________________________
    A beholder’s favorite foods include small live mammals, exotic mushrooms and other fungi, gnomes, beef, pork, colorful leafy vegetables, leaves, flower petals, insects, and birds.

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    Default Re: 3.5 Werewolf dressing room (equipment)

    Quote Originally Posted by Keld Denar View Post
    No D at the end of my name...consider all advice officially revoked!
    lololol, corrected

    Quote Originally Posted by Dreadn4ught View Post
    Ever considered a were-fox?

    Sorry, I was in a group with a half-fox druid with a fox companion. Kinda got the fox vibe into me.

    Like some people have said, necklace of natural attacks is a good choice. There's not much more for me to add. The previous posters pretty much have it wrapped up.
    true but i still have the doubt if the amulet counts for all my attaks
    Last edited by pilvento; 2011-02-10 at 04:03 PM.
    english not base lenguage, sry for the grammar, thanks.


    Kael Proudmoure, Swifblade (avatar by Loki Eremes)
    Unlimited arcane technique: Spell, Sword, and Fist.


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    Default Re: 3.5 Werewolf dressing room (equipment)

    Amulet works for 1 attack, unless you pay for more. Somewhere between 3 attacks and 4 attacks, an Amulet of Mighty Fists becomes more cost effective, which is sad.

    Thus, take advantage of your high Str and use a 2handed weapon or such, and then only use your bite attack as a secondary natural weapon. That'll save you some cashola on your weapon. Or just key it off your UAS, and admit that you're natural attacks will be worthless against anything with DR/Magic or that is Incorporial.

    Alternative...take Shape Soulmeld: Astral Vambraces. That gives you DR 2/Magic, which, in turn, gives you the ability to overcome DR/Magic.
    Quote Originally Posted by Fax Celestis View Post
    AILHAY THULUCAY! AILHAY THULUCAY! AILHAY THULUCAY!
    _________________________________
    A beholder’s favorite foods include small live mammals, exotic mushrooms and other fungi, gnomes, beef, pork, colorful leafy vegetables, leaves, flower petals, insects, and birds.

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    RedWizardGuy

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    Default Re: 3.5 Werewolf dressing room (equipment)

    Quote Originally Posted by pilvento View Post
    true but i still have the doubt if the amulet counts for all my attaks
    The Savage Species book states that the Necklace of Natural Attacks applies to "one or more of the wearer's natural weapons" so bassically yes, it should apply to both bite and claw.

    EDIT: yeah, it costs more to enhance more weapons, but it's still worth it I guess.

    Still, it's up to the DM to see if it should work that way, but RAW it seems to be alowed Hell! it even gives the option to give the natural weapon the Throwing and Returning enhancements... can anyone say ROCKET PUCH!!

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    Last edited by NekoJoker; 2011-02-10 at 04:15 PM.

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    Default Re: 3.5 Werewolf dressing room (equipment)

    Quote Originally Posted by Keld Denar View Post
    Alternative...take Shape Soulmeld: Astral Vambraces. That gives you DR 2/Magic, which, in turn, gives you the ability to overcome DR/Magic.
    sounds awesome, is that a feat? where can i find it?
    english not base lenguage, sry for the grammar, thanks.


    Kael Proudmoure, Swifblade (avatar by Loki Eremes)
    Unlimited arcane technique: Spell, Sword, and Fist.


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    RedWizardGuy

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    Default Re: 3.5 Werewolf dressing room (equipment)

    Soulmeds and stuff are from Magic of Incarnum, you should have it On the Master Collection i lent you some time ago

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