Author Topic: The Consolidated Lycanthropy Guide  (Read 1813 times)

Nanshork

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The Consolidated Lycanthropy Guide
« on: June 16, 2017, 04:52:40 PM »
IN PROGRESS

Lycanthropes are a pet passion of mine, even if they are usually not optimal.  I even made a Werebadger class for Oslecamo's monster class project.   While this guide is aimed more at PCs than NPCs (I look at things from an ECL standpoint, not a CR standpoint), this guide will be useful for anyone who wants to make a Lycanthrope regardless of what it is being used for.

If you've got some feedback, or questions, please let me know in the Discussion Thread.

TO DO:
 - Port over the best forms guide that 123blah made since he disappeared awhile ago.
 - Another resource to dig through.


Lycanthropy Basics

Lycanthropy Templates
There are three basic templates.
 1) The main Lycanthropy template, found in the SRD.  Turn into an animal or a hybrid, get some nifty bonuses.
 2) The Entomanothropy template, turn into a vermin instead of an animal
 3) The Blacktooth Lycanthropy template from Dragon 129, turn into an animal and get shitty bonuses for an outrageous LA.  Honestly I don't even think it is worth it for NPCs.


Things to Remember when making a Lycanthrope
Picking a base animal: The hit dice of the animal chosen are added to your hit dice total, that means that your ECL is equal to racial ECL + LA from the template + animal hit dice.  Minimizing animal hit dice is a plus, they have Cleric BAB and 2+Int skill points per level.  In addition, animal hit dice are NEVER your first hit dice.  This means that you can't replace them with a class level.

Also remember that when in animal/hybrid form you gain ability score adjustments based on the animal's ability scores.  The thing to remember is that ability scores are rarely as useful as character levels.  You also get the animal's feats as bonus feats.  Keep this in mind when picking an animal, bonus feats you'll actually use are the goal.  (Some people think that you have to take all feats of the animal as listed on the statblock.  I disagree, Dungeonscape shows that monster feat choices are not set in stone.  However, Bonus Feats obviously cannot be changed.)

Lastly, as of the MM errata: "A creature cannot use alternate form to take the form of a creature with a template."  So goodbye templated base animals.


Hybrid Form: Remember that by default hybrid form DOES NOT gain any of the special attacks from the base animal, and most of your combat will be in hybrid form so that you can keep your gear.  It does keep the base creature's special attacks however. In addition, the base lycanthropy template grants two claw and one bite attacks as natural attacks, regardless of what natural attacks are available to the animal form.  However, the hybrid form retains all the special qualities of both the base creature and the base animal.  Regeneration is a big one that comes to mind.

Also, hybrid form has the movement speeds of the base creature, and DOES NOT GAIN THE MOVEMENT SPEEDS OF THE BASE ANIMAL. Even if the animal can fly (which a lycanthrope can do as well in animal form), the hybrid form cannot fly.


Alternate Form Rules: The Alternate Form rules state that as long as the form you're turning into can wear/carry your gear, that gear changes size to match that of your new form.  This means that your hybrid form can keep using all your gear regardless of its size.

They also state: "The creature loses the natural weapons, natural armor, and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian's rage class feature)."  The natural armor isn't a problem since the Lycanthropy template specifically overrides that, but the extraordinary special attacks section is something to remember.

Lastly: "Apply any changed physical ability score modifiers in all appropriate areas with one exception: the creature retains the hit points of its original form despite any change to its Constitution." On the plus, less math.  On the minus, less hp for the high con animals.
« Last Edit: June 29, 2017, 01:06:23 PM by Nanshork »

Nanshork

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Re: The Consolidated Lycanthropy Guide
« Reply #1 on: June 28, 2017, 04:01:13 PM »
Base Race

Lycanthropy and Entomanothropy have the same base race requirements: Humanoid or Giant no more than one size class smaller than the chosen animal/vermin.  This is a list of all base races up to ECL 15 that qualify.


ECL 1
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ECL 2
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ECL 3
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ECL 4
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ECL 5
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ECL 6
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ECL 8
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ECL 9
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ECL 10
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ECL 11
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ECL 12
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ECL 13
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ECL 15
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Templates that turn creatures into Giants or Humanoids
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« Last Edit: June 29, 2017, 12:55:57 PM by Nanshork »

Nanshork

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Re: The Consolidated Lycanthropy Guide
« Reply #2 on: June 28, 2017, 04:02:40 PM »
The Animal Within

A list of all animals sorted by size category and HD.  Includes an aside about animal feats.

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Diminutive
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•   Less than 1 HD
o   Bat (MM1): Dex +4; Alertness; Blindsense

Tiny
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•   Less than 1 HD
o   Cat (MM1): Dex +4; Weapon Finesse (b), Stealthy
o   Lizard (MM1): Dex +4; Weapon Finesse (b), Stealthy
o   Otter (Sto): Dex +4, Con +2; Weapon Finesse
o   Pengiun (Frb): 1 NA; Weapon Finesse (b), Alertness
o   Rat (MM1): Dex +4; Weapon Finesse (b), Stealthy
o   Raven (MM1): Dex +4; Weapon Finesse (b), Alertness
o   Snake, Tiny Viper (MM1): Dex +6; 2 NA; Weapon Finesse (b), Imp Init; Poison
o   Weasel (MM1): Dex +4; Weapon Finesse (b), Agile; Attach

•   1 HD
o   Chordevoc (RoW): Dex +8, Con +2; 2 NA; Weapon Finesse (b), Flyby Attack
o   Hawk (MM1): Dex +6; 2 NA; Weapon Finesse (b), Alertness
o   Huitzil (DrM): Dex +4; 3 NA; Weapon Finesse (b), Hover
o   Lizard, Horned (Snd): Dex +2, Con +2; 3 NA; Alertness
o   Monkey (MM1): Dex +4; Weapon Finesse (b), Agile
o   Owl (MM1): Dex +6; 2 NA; Weapon Finesse (b), Alertness

•   4 HD
o   Swarm, Murder of Crows (ToM): Str -8, Dex +4; Alertness, Improved Initiative; Blinding, Distraction, half-damage from slashing and piercing, swarm traits

Small
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•   1 HD
o   Albatross (Sto): Dex +2, Con +4; 1 NA; Endurance (b), Weapon Finesse
o   Badger (MM1): Dex +6, Con +4; 1 NA; Track (b), Weapon Finesse (b), Agile; Rage
o   Carcass Eater (LM): Dex +6, Con +6; 1 NA; Track (b), Weapon Finesse; Frenzy
o   Dire Rat (MM1): Dex +6, Con +2; 1 NA; Weapon Finesse (b), Alertness; Disease
o   Dog (MM1): Str +2, Dex +6, Con +4; 1 NA; Track (b), Alertness
o   Eagle (MM1): Dex +4, Con +2; 1 NA; Weapon Finesse (b), Alertness
o   Fox, Arctic (Frb): Dex +6; 1 NA; Weapon Finesse (b), Alertness
o   Serval (Snd): Str +2, Dex +6, Con +2; 1 NA; Weapon Finesse; Imp Grab, pounce, rake
o   Snake, Small Viper (MM1): Dex +6; 3 NA; Weapon Finesse (b), Imp Init; Poison
o   Stingray (Sto): Dex +6; 1 NA; Weapon Finesse; Poison
o   Vulture (Snd): Dex +4, Con +6; 2 NA; Track

•   2 HD
o   Dinosaur, Swindlespitter (MM3): Dex +10, Con +2; 2 NA; Mobility (b), Weapon Finesse (b), Run; Poison spray
o   Octopus (MM1): Str +2, Dex +6; 2 NA; Weapon Finesse; Improved grab, ink cloud, jet
o   Turtle, Snapping (Sto): Str +2, Con +4; 5 NA; Improved Natural Armor (b), Weapon Focus (bite)

Medium
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•   1 HD
o   Baboon (MM1): Str +4, Dex +4, Con +2; 1 NA; Alertness
o   Phynxkin (DrM): Str +4, Dex +2, Con +4; 2 NA; Improved Initiative; Pounce

•   2 HD
o   Barracuda (Sto): Dex +6; 1 NA; Weapon Finesse
o   Dinosaur, Clawfoot (ECS): Str +6, Dex +6, Con +4; 3 NA; Run
o   Dog, Riding (MM1): Str +4, Dex +4, Con +4; 4 NA; Track (b), Alertness
o   Eel (Sto): Str +2, Dex +4, Con +2; 1 NA; Weapon Finesse (b), Improved Initiative; Attach
o   Hyena (MM1): Str +2, Dex +4, Con +4; 2 NA; Alertness
o   Nifern (SK): Str +6, Dex +4, Con +4; +4 NA; Track (b), Multiattack; Poison, blindsight, hold breath
o   Otter, Sea (Frb): Str +2, Dex +4; 3 NA; Weapon Finesse (b), Alertness
o   Porpoise (MM1): Dex +6, Con +2; 2 NA; Weapon Finesse; Blindsight, hold breath
o   Seal (Frb/Sto): Str +2, Dex +4, Con +4; 3 NA; Weapon Finesse (b), Alertness
o   Snake, Medium Viper (MM1): Dex +6; 3 NA; Weapon Finesse (b), Imp Init; Poison
o   Wolf (MM1): Str +2, Dex +4, Con +4; 2 NA; Track (b), Wpn Focus (Bite); Trip

•   3 HD
o   Bear, Black (MM1): Str +8, Dex +2, Con +4; 2 NA; Endurance, Run
o   Boar (MM1): Str +4, Con +6; 6 NA; Alertness, Toughness; Ferocity
o   Cheetah (MM1): Str +6, Dex +8, Con +4; 1 NA; Alertness, Weapon Finesse; Sprint, Trip
o   Crocodile (MM1): Str +8, Dex +2, Con +6; 4 NA; Alertness, Skill Focus (Hide); Improved Grab, hold breath
o   Dire Badger (MM1): Str +4, Dex +6, Con +8; 3 NA; Track (b), Alertness, Toughness; Rage
o   Dire Weasel (MM1): Str +4, Dex +8; 2 NA; Weapon Finesse (b), Alertness, Stealthy; Attach, blood drain
o   Leopard (MM1): Str +6, Dex +8, Con +4; 1 NA; Alertness, Weapon Finesse; Improved Grab, pounce, rake
o   Lizard, Monitor (MM1): Str +6, Dex +4, Con +6; 3 NA; Alertness, Great Fortitude
o   Sailsnake (MM4): Str +2, Dex +6, Con +4; 2 NA; Improved Natural Weapon (b), Weapon Finesse (b), Flyby Attack, Improved Initiative; Venom
o   Shark, Medium (MM1): Str +2, Dex +4, Con +2; 3 NA; Alertness, Weapon Finesse; Blindsense
o   Snake, Constrictor (MM1): Str +6, Dex +6, Con +2; 2 NA; Alertness, Toughness; Constrict, improved grab
o   Squid (MM1): Str +2, Dex +6; 3 NA; Alertness, Endurance; Improved grab, ink cloud, jet
o   Wolverine (MM1): Str +4, Dex +4, Con +8; 2 NA; Track (b), Alertness, Toughness; Rage

•   4 HD
o   Desmodu, Hunting Bat (MM2): Str +4, Dex +14, Con +2; 3 NA; Dodge, Weapon Finesse; Blindsense, trip
o   Dinosaur, Deinonychus (MM1): Str +8, Dex +4, Con +8; 5 NA; Run, Track; Pounce
o   Dinosaur, Fleshraker (MM3): Str +6, Dex +8, Con +4; 6 NA; INA (claw), Track; Leaping Pounce, Poison, Rake
o   Dire Toad (MM2): Dex +4, Con +4; 3 NA; Alertness, Weapon Finesse; Poison

•   5 HD
o   Dire Hawk (MM2/RoW): Str +2, Dex +12, Con +4; 3 NA; Alertness, Weapon Finesse

Large
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•   3 HD
o   Dinosaur, Cryptoclidus (MM2): Str +8, Dex +6, Con +6; 4 NA; Alertness, Dodge; Improved Grab, swallow whole
o   Dinosaur, Glidewing (ECS): Str +8, Dex +4, Con +6; 4 NA; Alertness, Flyby Attack
o   Sea Lion (Sto): Str +6, Dex +2, Con +2; 3 NA; Alertness, Weapon Focus (bite)
o   Snake, Large Viper (MM1): Dex +6; 3 NA; Weapon Finesse, Imp Init; Poison

•   4 HD
o   Ape (MM1): Str +10, Dex +4, Con +4; 3 NA; Alertness, Toughness
o   Desmodu, Guard Bat (MM2): Str +6, Dex +12, Con +6; 5 NA; Dodge (b), Mobility, Spring Attack; Blindsense, wounding bite
o   Dire Bat (MM1): Str +6, Dex +12, Con +6; 5 NA; Alertness, Stealthy; Blindsense
o   Dire Jackal (Snd): Str +10, Dex +4, Con +4; 2 NA; Alertness, Track; Trip
o   Drakkensteed (DrM): Str +12, Dex +4, Con +8; 4 NA; Alertness, Wingover; Trample
o   Lizard, Quicksilver (DotU): Str +8, Dex +4, Con +6; 3 NA; Alertness, Run; Sprint
o   Manta Ray (MM1): Str +4; 3 NA; Alertness, Endurance

•   5 HD
o   Dire Ape (MM1): Str +12, Dex +4, Con +4; 4 NA; Alertness, Toughness; Rend
o   Dire Wolverine (MM1): Str +12, Dex +6, Con +8; 4 NA; Track (b), Alertness, Toughness; Rage
o   Lion (MM1): Str +10, Dex +6, Con +4; 3 NA; Alertness, Run; Pounce, Improved Grab, Rake
o   Lizard, Footpad (DotU): Str +14, Dex +2, Con +10; 5 NA; Imp Init, INA (bite); Imp Grab
o   Walrus (Frb): Str +6, Con +2; 4 NA; Alertness, Endurance

•   6 HD
o   Bear, Brown (MM1): Str +16, Dex +2, Con +8; 5 NA; Endurance, Run, Track; Improved Grab
o   Dire Eel (Sto): Str +8, Dex +2, Con +4; 3 NA; Improved Initiative, Toughness, Wpn Focus (bite); Attach
o   Dire Phynxkin (DrM): Str +12, Dex +6, Con +8; 4 NA; Dodge, Imp Init, Mobility; Pounce
o   Dire Puma (Snd): Str +10, Dex +6, Con +8; 4 NA; Alertness, Track, Wpn Fcs (bite); Improved grab, pounce, rake
o   Dire Vulture (Snd): Str +6, Dex +2, Con +14; 7 NA; Alertness, Flyby Attack, Track; Stench
o   Dire Wolf (MM1): Str +14, Dex +4, Con +6; 3 NA; Track (b), Alertness, Run, Wpn Focus (bite); Trip
o   Tiger (MM1): Str +12, Dex +4, Con +6; 3 NA; Alertness, Imp Nat Wpn (bite/claw); Improved grab, pounce, rake

•   7 HD
o   Dire Boar (MM1): Str +16, Con +6; 6 NA; Alertness, Endurance, Iron Will; Ferocity
o   Shark, Large (MM1): Str +6, Dex +4, Con +2; 4 NA; Alertness, Great Fortitude, Improved Initiative; Blindsense
o   Terror Bird (FF): Str +8, Dex +6, Con +4; 5 NA; Alertness, Imp Init, Skill Focus (Hide); Imp Grab

•   8 HD
o   Bear, Polar (MM1): Str +16, Dex +2, Con +8; 5 NA; Endurance, Run, Track; Improved Grab
o   Dinosaur, Megaraptor (MM1): Str +10, Dex +4, Con +10; 6 NA; Run, Toughness, Track; Pounce
o   Dire Barracuda (Sto): Str +8, Dex +4, Con +4; 6 NA; Alertness, Iron Will, Run; Sprint
o   Dire Lion (MM1): Str +14, Dex +4, Con +6; 4 NA; Alertness, Run, Wpn Focus (claw); Imp grab, pounce, rake
o   Octopus, Giant (MM1): Str +10, Dex +4, Con +2; 7 NA; Alertness, Skill Focus (Hide), Toughness; Improved grab, constrict, ink cloud, jet

•   9 HD
o   Smilodon (Frb): Str +14, Dex +4, Con +6; 4 NA; Alertness, Dodge, Mobility, Spring Attack; Augmented critical, imp grab, pounce, rake

•   10 HD
o   Dinosaur, Ichthyosaur (Sto): Str +10, Dex +6, Con +10; 6 NA; Alertness, Combat Reflexes, Great Fortitude, Swim-by Attack

•   12 HD
o   Dire Bear (MM1): Str +20, Dex +2, Con +8; 7 NA; Alertness, Endurance, Run, Toughness, Wpn Focus (claw); Imp grab
o   Fhorge (FF): Str +18, Con +10; 8 NA; Imp Crit (bite), Imp Init, Toughness, Track, Wpn Focus (bite); Imp Grab, Rage, Ferocity

Huge
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•   6 HD
o   Snake, Huge Viper (MM1): Str +6, Dex +4, Con +2; 5 NA; Imp Init, Run, Weapon Focus (bite); Poison

•   7 HD
o   Crocodile, Giant (MM1): Str +16, Dex +2; Con +7; 7 NA; Alertness, Endurance, Skill Focus (hide); Improved grab, hold breath
o   Dire Snake (MM2): Str +14, Dex +10, Con +6; 5 NA; Alertness, Endurance, Toughness; Constrict, improved grab, poison

•   8 HD
o   Whale, Orca (MM1): Str +16, Dex +4, Con +10; Alertness, Endurance, Run, Toughness; Blindsight, hold breath

•   10 HD
o   Desmodu, War Bat (MM2): Str +14, Dex +12, Con +10; 9 NA; Alertness, Dodge, Flyby Attack, Power Attack; Blindsense
o   Dinosaur, Allosaurus (MM2): Str +14, Dex +2, Con +6; 5 NA; Alertness, Run, Toughness, Track; Improved grab, rake, swallow whole, trample
o   Dinosaur, Elasmosaurus (MM1): Str +16, Dex +4, Con +12; 3 NA; Dodge, Great Fortitude, Toughness x2; None
o   Dinosaur, Quetzalcoatlus (MM2): Str +16, Dex +2, Con +10; 8 NA; Alertness, Flyby Attack, Snatch, Wingover; Swallow whole
o   Lizard, Giant Banded (Snd): Str +18, Con +12; 5 NA; Alertness, Cleave, Improved Overrun, Power Attack; Improved grab
o   Sea Tiger (MM3): Str +8, Dex +2, Con +6; 10 NA; Endurance, Improved Bull Rush, Power Attack, Run; Blindsight, Hold Breath
o   Shark, Huge (MM1): Str +10, Dex +4, Con +4; 5 NA; Alertness, Great Fortitude, Improved Initiative, Iron Will; Blindsense

•   11 HD
o   Snake, Giant Constrictor (MM1): Str +14, Dex +6, Con +2; 4 NA; Alertness, Endurance, Skill Focus (Hide), Toughness; Constrict, improved grab

•   12 HD
o   Dinosaur, Archelon (Sto): Str +18, Con +12; 15 NA; Great Fortitude, Toughness x4
o   Squid, Giant (MM1): Str +16, Dex +6, Con +2; 6 NA; Alertness, Diehard, Endurance, Toughness x2; Improved grab, ink cloud, jet

•   14 HD
o   Dire Tortoise (Snd): Str +16, Con +14; 19 NA; Alertness, Endurance, Toughness x3; Trample

•   15 HD
o   Dinosaur, Mosasaur (Sto): Str +18, Dex +2, Con +12; 10 NA; Alertness, Great Fortitude, Imp Nat Atk (bite), Toughness x3; Imp grab, swallow whole

Gargantuan
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•   12 HD
o   Whale, Baleen (MM1): Str +24, Dex +2, Con +12; 9 NA; Alertness, Diehard, Endurance, Toughness x2; Blindsight, hold breath
o   Whale, Cachalot (MM1): Str +24, Dex +2, Con +14; 9 NA; Alertness, Diehard, Endurance, Imp Nat Attack (bite), Toughness; Blindsight, hold breath

•   15 HD
o   Zeuglodon (Frb): Str +28, Dex +2, Con +18; 11 NA; Alterness, Diehard, Endurance, Imp Nat Atk (bite, tail slam), Iron Will
« Last Edit: June 28, 2017, 04:34:13 PM by Nanshork »

Nanshork

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Re: The Consolidated Lycanthropy Guide
« Reply #3 on: June 28, 2017, 04:30:35 PM »
The Vermin Within

(IN PROGRESS)
« Last Edit: June 28, 2017, 04:37:20 PM by Nanshork »

Nanshork

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Re: The Consolidated Lycanthropy Guide
« Reply #4 on: June 28, 2017, 04:37:03 PM »
Items for the Budding Shapechanger
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Feats of Interest
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o   Quick Change (SS) - Makes it so that changing into your hybrid or animal form is only a move action.  It is a generally okay feat, but becomes great with the capstone of the Warshaper prestige class.
o   Silver Fang (CoV) - Prevents you from being able to infect others with lycanthropy as well as making your natural attacks count as silver.  Nice for flavor or if you have a habit of not killing things.
o   Mark of Twelve Moons (Dragonmarked, p142) - +1 inherent bonus to an ability score (meh), and a +10 bonus on all Control Shape checks for afflicted Lycanthropes (Very nice).  This is campaign setting specific (but not race specific as it requires a Siberys dragonmark) but it can make a huge difference.


Prestige Classes

Black Blood Hunter (PGtF)
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o   Greater Curse of Lycanthropy - You can infect others easier.  Whoopee.
o   Lycanthropic Spell - You can cast spells while shapechanged.  Would be nice except what spellcaster would want to be a lycanthrope?
o   Wild Items - I can wear all the same fancy gear the druid does while in my hybrid form?  Yes please!
o   Animal Aspect - Why not just change into your hybrid form?
o   Wild Empathy - Blah.
o   Improved Hybrid Form - THIS IS THE POINT OF TAKING THIS PRC!  You can use ALL of your base animal's special attacks now.  Rake, Pounce, Poison, you name it!
o   Improved Vile Damage - More damage isn't bad, but the fact that it's vile doesn't mean much.
o   Improved Damage Reduction - More DR is good, more requirements on bypassing your DR is better.
o   Faster Change - Not awesome, but good.
o   Quick Change - Free actions are free!

Moon Guardian (CD Web Enhancement)
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o   Natural Spell- Free Natural Spell as a bonus feat.  The thing is, Natural Spell technically doesn't work with lycanthropic alternate forms.
o   Voluntary Change - Useful.
o   Rapid Change - Not awesome, but good.
o   Instantaneous Change - Once again, free actions are free.  And it specifically says you can do it in response to another's actions.

The reason this class is Red is because you lose a minimum of 6 CASTER LEVELS.  Bare minumum: 1 Animal HD, 2 LA, and 3 from the PRC.

Warshaper (CW)
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Note that all class abilities are only usable when shape-changed, ergo in hybrid or animal form.  As you will spend most combats in hybrid form this is an acceptable restriction.
o   Morphic Immunities- You are now immune to stunning and critical hits.
o   Morphic Weapons- There is a lot of debate on this one.  Either it allows you to gain an arbitrarily large number of natural attacks or it doesn't.  At a minimum you can increase the damage of one of your attacks by a die size, which isn't bad at all.
o   Morphic Body- +4 Strength, +4 Constitution.  Extra stats are always nice.
o   Morphic Reach- You reach with ALL of your natural weapons increases by five feet.
o   Morphic Healing- Fast healing 2 is pretty much only good for out of combat healing, and since the earliest you would get this is level 11 (2LA, 1 Animal, 4 full BAB class, and four levels of Warshaper) out of combat healing shouldn't be a problem.  Spending a full round action to maybe gain 10 hit points is just plain stupid.
o   Flashmorph- You don't get multimorph, don't even bother looking at it.  You now change shape as a move action, woo.  Taking the Quick Change feat and changing shape as a free action is wonderful.


Notes on Base Classes
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o   Tome of Battle is your friend, half of your animal HD are calculated to determine your initiator level.
o   Also, due to the wording of the Ardent class, the Practiced Manifester feat will keep you from being too far behind.
o   You can wildshape and then use alternate form for additional bonuses.  Druid would be a bad idea (yes, even with the Moon Guardian prestige class) but Wilshape Ranger is a possibility.