» Fri Sep 03, 2010 6:37 am
I'm rather fond of Loup characters, and usually use a custom character class with the intention of becoming one. I call it a 'Shifter', and the idea is to balance out the super-powers of lycanthropy with some stiff disadvantages. The usual list includes 'No regeneration of Mana', 'No magic in Daylight', 'No magic in Darkness' (in other words, a Shifter is magic but cannot do magic, ever); 'damage from holy places' (as a creature of nature, god-consecrated ground is painful and unnatural); and 'forbidden materials steel/elven/dwarven' (technology-refined metals, again, unnatural). That's all seven slots for disadvantages, and they balance out the advantages of 'acute hearing', 'athletics', 'expertise hand-to-hand', and 'immunity to paralysis/disease/poison.'
It's true that even the disadvantages don't entirely balance out the benefits of going were, but I like the role-playing aspect of it, with self-imposed bans on any sorts of weapons or armor (you're a deadly hand-to-hand fighter, leave the blades to the humans). I usually toss in a few language skills to be in better 'harmony' with nature, too. Giantish and Orcish will let you get into the Fighter's Guild, which is a useful place for the class-- unless you're in the Southern lands, where they're sometimes holy ground. Keeping a totally hand-to-hand character alive until you can encounter werewolves and actually catch the disease can be a challenge, too. Good guild fits are Thieves, Dark Brotherhood, and Fighters. With the aversion to holy ground and null-magic, I don't recommend any temples or the mage's guild.