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View Full Version : Listen to their music, the children of the night (Werewolf as a base class)



Zaydos
2013-10-17, 01:58 PM
Werewolf

I think it’s a concept that needs little introduction. In making this class I tried to allow it to fulfill a large range of archetypes from the relatively mundane werewolf, to a warrior whose howls have magical powers, or even a spiritualistic shaman with powers drawn from the moon and shadows. As a forward of sorts I was bored and away from books while making most of this, and I haven't finished typing up the Alpha powers or even begun typing (or finished making) Mythic ones, but hey I figured people could look it over, make suggestions, note things they like, etc. Many of the wolf powers were inspired by my memories of the R.A.G.E. TCG from childhood particularly the more magical/shamanistic role that the class can perform with the proper wolf powers.

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: The class could be used for any type of lycanthrope, although certain wolf powers would not be appropriate for them all and need some adaptation or removal, and other aspects particular to the species would be missing (for example a Werebear has no place for Wolf Companion, Wolf Shape, or Bestial Trip, but might could have a Bear Companion power, a Bear Shape with reduced bonuses to make up for access to claw attacks, and a tree of grapple based powers), it could also be used for a person who had been touched by the Far-Realm and is becoming a Lovecraftian horror, switching out Lawful effects/weapons for Silver in DR and regeneration and with similar possible adaptations to Wolf Powers although the Blood Warrior and Howl effects (reflavored as maddening whispers, or the sorrowful music of the outer spheres) are particularly appropriate.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: d8
Starting Age: As barbarian
Class Skills
The Werewolf’s class skills (and the key ability for each skill) are Concentration (Con), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Perform (Sing) (Cha), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Tumble (Dex).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

WEREWOLF


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Damage Reduction


1st

+1

+2

+2

+0
Hybrid Form, Fangs, Low-Light Vision, +1 Natural Armor, Damage Reduction
1


2nd

+2

+3

+3

+0
Scent, Track, Wolf Power (Omega)
1


3rd

+3

+3

+3

+1
Iron Will, +2 Dexterity
2


4th

+4

+4

+4

+1
Wolf Power
2


5th

+5

+4

+4

+1
Claws, +2 Natural Armor
3


6th

+6

+5

+5

+2
+2 Str, Wolf Power
3


7th

+7

+5

+5

+2
Natural Weapon Focus, Beast’s Arsenal
4


8th

+8

+6

+6

+2
Regeneration 1, Wolf Power (Beta)
4


9th

+9

+6

+6

+3
+3 Natural Armor, +2 Constitution
5


10th

+10

+7

+7

+3
Improved Arsenal, Wolf Power
5


11th

+11

+7

+7

+3
Regeneration 2,
6


12th

+12

+8

+8

+4
Wolf Power, +2 Wisdom
6


13th

+13

+8

+8

+4
Natural Critical, +4 Natural Armor
7


14th

+14

+9

+9

+4
Regeneration, Wolf Power (Alpha)
7


15th

+15

+9

+9

+5
+2 Strength
8


16th

+16

+10

+10

+5
Superior Arsenal, Wolf Power
8


17th

+17

+10

+10

+5
Regeneration 4, +5 Natural Armor
9


18th

+18

+11

+11

+6
+2 Dexterity, Wolf Power
9


19th

+19

+11

+11

+6
+2 Constitution
10


20th

+20

+12

+12

+6
Regeneration 5, Wolf Power (Mythic)
10



Class Features
All of the following are class features of the Werewolf.

Weapon and Armor Proficiencies: A werewolf is proficient in simple weapons and light armor, but not shields.

Hybrid Form (Ex): A werewolf may assume the form of a humanoid wolf and it is always the same form. Doing so, or returning to their human form, is a swift action. A werewolf may continue to wear their gear while in hybrid form. Their hybrid form is henceforth considered their natural form, and certain of their abilities only function while in hybrid form, function at a reduced effectiveness when outside it, or modify their hybrid form in some way. A werewolf may enter hybrid form even while in another form such as that induced by polymorph or similar spell or effect.

Fangs (Ex): When in their hybrid form a werewolf gains a bite attack they may use as a primary natural weapon dealing 1d6 + strength damage (1d6 +1/2 strength if used as a secondary natural weapon).

Low-Light Vision (Ex): A Werewolf gains low-light vision.

Natural Armor (Ex): A Werewolf gains natural armor, or their existing natural armor increases, by +1 at 1st level, and increasing by an additional one at 5th level and every 4 levels thereafter. This bonus is halved (round down) when the Werewolf is not in their hybrid form.

Damage Reduction (Ex): A Werewolf is resistant to most weapons, shrugging off blows that would threaten normal members of their species. A Werewolf gains DR overcome only by silver as indicated in the column labeled DR. This begins as DR 1/silver and increases at each odd numbered level after 1st.

Scent (Ex): A werewolf, even in their non-hybrid form, gains the Scent ability.

Scent
This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.
A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

Track (Ex): A werewolf gains Track as a bonus feat.

Wolf Power (varies): At 2nd level, and every even level thereafter, a werewolf gains a Wolf Power selected from the list below. A Werewolf may only select Omega ranked powers. At 8th level they gain access to Beta ranked powers. At 14th level they gain access to Alpha ranked powers. At 20th level a Werewolf selects one Mythic power.

Any wolf power which refers to natural weapons only applies to those granted by the Werewolf class. Any save DC is 10 +1/2 Werewolf Class level +relevant ability score modifier specified in the text, or 10 + spell level + Charisma modifier in the case of a spell-like ability. Any spell-like ability uses your werewolf level as your caster level for its effect.

The Wolf Powers will be listed in the post(s) immediately below this one.

Iron Will (Ex): At 3rd level a Werewolf gains the Iron Will feat as a bonus feat.

+2 Dexterity: A werewolf reacts with the speed of a wolf, moving quickly both in and out of combat. Beginning at 3rd level a Werewolf gains a +2 Dexterity while in hybrid form. Beginning at 18th level a Werewolf gains an additional +2 Dexterity while in any form (a +4 total in Hybrid).

Claws: A werewolf’s clawed hands continue to grow sharper and larger, beginning at 5th level a werewolf gains 2 claw attacks as secondary natural weapons dealing 1d4 +1/2 Str modifier per hit while in hybrid form.

+2 Strength: A werewolf has the strength of a wolf, a warrior’s might. Beginning at 6th level a Werewolf gains a +2 Strength while in hybrid form. Beginning at 15th level a Werewolf gains an additional +2 Strength while in any form (a +4 total in Hybrid).

Natural Weapon Focus (Ex): Beginning at 7th level a werewolf is considered to have Weapon Focus in all natural weapons granted by this class.

Arsenal (Ex): Through a combination of increasing skill and ever growing talons and fangs, a werewolf’s natural weapons grow more damaging. Beginning at 7th level a werewolf’s claws deal 1d6 damage, and their bite deals 1d8 damage. In addition these natural weapons overcome damage reduction as if they were magic.

Regeneration: A werewolf’s body heals most wounds quickly, cuts sealing before their eyes, and few attacks able to put one down permanently. Beginning at 8th level a werewolf gains Regeneration 1, overcome by damage dealt by silver weapons or fire. A werewolf dies if decapitated and cannot regenerate essential organs (heart, lungs, brains, etc). A werewolf can regenerate limbs and non-vital organs but doing so takes 6 weeks -1 week per point of regeneration.
At 11th level, and every 3rd level thereafter, a werewolf’s regeneration increases by 1.

+2 Constitution: A werewolf has the endurance and vitality of a wolf. Beginning at 9th level a Werewolf gains a +2 Constitution while in hybrid form, and uses this Constitution to determine their maximum hp. Beginning at 19th level a Werewolf gains an additional +2 Constitution while in any form (a +4 total in Hybrid).

Improved Arsenal: A werewolf’s natural weapons continue to improve. Beginning at 10th level their claws deal 1d8 damage, and their bite deals 2d6 damage. In addition these natural weapons overcome damage reduction as if Cold Iron and Silver.

+2 Wisdom: A werewolf’s mind is close to nature, keen and observant on an instinctive level. Beginning at 12th level a werewolf gains a +2 bonus to Wisdom.

Natural Critical (Ex): Beginning at 13th level a werewolf is considered to have Improved Critical in all natural weapons granted by this class.

Superior Arsenal (Ex): Beginning at 16th level a werewolf’s claws deal 2d6 damage and their bite deals 3d6. Both have a critical threat range of 19-20 (17-20 after Improved Critical) and critical damage of x2.

Zaydos
2013-10-17, 02:00 PM
Wolf Powers:

I might someday throw in a table of some sort to see complete trees.

Omega Rank:

Art of Disguise (Ex): You add Bluff and Disguise to your class skill list, if you already had ranks in Bluff and/or Disguise from your werewolf levels you are refunded 1 skill point per rank of Bluff and/or Disguise bought as a werewolf. In addition you gain a +3 bonus to Bluff and Disguise checks.

Bestial Trip (Ex): Whenever you successfully bite an opponent you may make a trip attempt as a free action, you do not need to make a touch attack to perform this trip and if you fail your opponent do not get a chance to trip you back. You may take the Improved Trip feat as if you fulfilled its prerequisites even if you do not.

Bloodwarrior (Ex): As a free action you may enter a blood fervor. Your blood pounds with primal power, adrenaline and blood hunger filling you, the pressure of your berserk state causes blood vessels to swell, and occasionally burst within your body. While in a blood fervor you receive 1d6 damage at the beginning of each round you are in it, this damage ignores any damage immunity, or resistance, and is lethal regardless of any regeneration you possess, and you suffer a -2 to AC. In exchange you gain +2 to attack rolls and deal +1d6 damage per melee attack. You may not end blood fervor (a free action) the same round you entered it, and it automatically ends if you are rendered unconscious.

Champion’s Howl (Su): Once per day plus one additional time per day per 4 werewolf levels you may, as a swift action, release a powerful howl. All allies within 60-ft which can hear you gain a +2 morale bonus to attack and damage for 1 round plus 1 round per point of Charisma bonus you possess.

Demoralizing Howl (Ex): As a standard action, you may release a fearsome howl attempting to demoralize enemies nearby. This functions as if using the Intimidate skill to demoralize and enemy, except that it affects all enemies within 20-ft of yourself and cannot benefit from Imperious Command. You gain a +2 to Intimidate checks.

Dhampyr's Climb (Ex): You may climb sheer surfaces as if with the Spider Climb spell.

Dire Blooded (Ex): You gain Power Attack as a bonus feat. In addition your natural weapons count as two handed for the purposes of Power Attack.

Effortless Tracker (Ex): You gain a +4 to Spot checks to notice enemies within the range of your scent, even if they possess the Darkstalker feat. In addition you gain Swift Tracker (as the ranger ability).


Swift Tracker (Ex)
Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.


Eldritch Claws (Su): Your natural weapons are gains a +1 enhancement bonus to attack and damage, becoming magic. This bonus increases to +2 at Lv 8, and by an additional +1 every 4th level thereafter.

Get of Fenris (Ex): You gain Fire and Cold resistance 5.

Ghost Wolf (Ex): You gain a +3 bonus to Hide and Move Silently.

Grit (Ex): Whenever you succeed on a Fortitude save for half, partial, or reduced effect you instead take no effect.

Healer’s Gift (Su): You may heal wounds with a touch as a standard action. Each day you may heal up to your class level plus your class level times your Wisdom modifier (if positive) hp with this ability. You may choose to divide this healing between multiple uses or targets. This ability only heals incorporeal undead and creatures healed by positive energy. You add Heal to your class skill list (this portion is an Extraordinary ability), if you already had ranks in Heal from your werewolf levels you are refunded 1 skill point per rank of Heal bought as a werewolf.

Hunter’s Glory (Ex): Whenever you make a critical hit with a natural weapon or fell an enemy (as Cleave) with a natural weapon you gain a +1 bonus to attack and damage. This bonus is cumulative increasing by +1 each time you score a critical hit with a natural weapon or fell an enemy with a natural weapon. This bonus lasts until 1 minute has passed since it last increased.

Moonshadow Trickster (Ex and Sp): You add Spellcraft and Knowledge (Arcana) to your class skill list, if you already had ranks in Spellcraft and/or Knowledge (Arcana) from your werewolf levels you are refunded 1 skill point per rank of Spellcraft and/or Knowledge (Arcana) bought as a werewolf. You gain Ghost Sound as a spell-like ability 3 times per day, and Silent Image as a spell-like ability 1 time per day plus 1 additional time each day per 4 werewolf levels you possess. Beginning at 8th level you may use Minor Image instead of Silent Image.

Nessian Bred (Ex): Gain Fire Resistance 10, at level 11 this increases to 20. Your regeneration ability from this class, once gained, allows you to regenerate damage dealt by fire, but may not allow you to regenerate damage dealt by good aligned weapons, spells or effects; if you have Spellwarding Hide or Greater Spellwarding Hide their damage reducing effects do not apply against spells with the good subtype but Greater Spellwarding Hide now applies against fire. You must be Evil aligned to select this wolf power and should you become Good aligned evil/unholy weapons, spells, and effects overcome your regeneration (and any Spellwarding Hide abilities you may have) as if they were good.

Pack Fighter (Ex): When flanking an enemy you gain an additional +2 to hit, and may deal +1d6 precision damage.

Resolve (Ex): Whenever you succeed on a Will save for half, partial, or reduced effect you instead take no effect.

Sea Wolf (Ex): You’re a pirate wolf. You add Balance and Swim to your class skill list, if you already had ranks in Balance and/or Swim from your werewolf levels you are refunded 1 skill point per rank of Balance and/or Swim bought as a werewolf. You also gain the following: a +3 bonus to Balance and Swim checks, the ability to hold your breath for twice as long as normal, and the ability to retain your Dexterity bonus when balancing as if you had 5 ranks in Balance.

Seer’s Eyes (Ex and Sp): You add Spellcraft and Knowledge (Arcana) to your class skill list, if you already had ranks in Spellcraft and/or Knowledge (Arcana) from your werewolf levels you are refunded 1 skill point per rank of Spellcraft and/or Knowledge (Arcana) bought as a werewolf. In addition you may use Detect Magic as a spell-like ability at-will and may use any of Detect Chaos/Evil/Good/Law as a spell-like ability a total of 1 time per day plus 1 time per day for every 4 werewolf levels you possess.

Spellwarding Hide (Ex): You gain a +2 to saves versus spells, and may apply your DR against spells and spell-like abilities that deal damage which is not of one of the four energy types (acid, cold, electric, fire, or sonic). For example you would apply it to a warlock’s eldritch blast, magic missile, the pure divine half of flame strike, hellfire, or searing ray. Half of your DR applies against non-silver weapons which overcome DR as silver due to magical enhancements (such as transmuting).

Spirit Brother (Ex): You gain a +2 to Diplomacy checks when dealing with spirits, and Wild Empathy as a druid of your level. In addition you may use Speak with Animals as a spell-like ability at-will.
Any incorporeal undead, incorporeal deathless, elemental, fey, creature in an astral form, creature with the spirit subtype, and spirit bodies created by a dream sight spell or similar effect.

Swift Runner (Ex): Your base land speed increases by 10-ft and you gain the Run feat as a bonus feat.

Tainted Blood (Ex): You gain Darkvision 60-ft and take half damage from Negative Energy spells or effects. In addition you gain a +3 on Fort saves against Death effects.

Uncanny Dodge (Ex): You gain the Uncanny Dodge ability as a barbarian.

Wolf Companion (Ex): You gain a wolf animal companion as a druid 3 levels lower than your werewolf class level (minimum 1st level, beginning at 10th level you may select a dire wolf instead, taking an additional -6 penalty to your effective druid level). In addition you gain Lupine Empathy, this functions as Wild Empathy but only applies to wolves and wolf-like creatures and uses your werewolf level as your druid level. If you have Dhampyr Climb or Tainted Blood you may select a Dire Rat, or starting at 7th level a Dire Bat (taking an additional -3 penalty to your effective druid level) instead of a wolf, and your Lupine Empathy extends to rats, bats, and rat or bat-like creatures.

Wolf Shape (Su): You may assume the form of a wolf in addition to your normal form and your hybrid form. You do not gain a wolf’s stats instead you enter your hybrid form but become a quadruped losing access to any abilities which require your hands (including your claws), and any gear you are carrying becomes part of your body unless it would remain if you used Wild Shape. You gain +20-ft to your land speed, an additional +2 to your natural armor, +2 to your Strength, +4 to your Dexterity, and +4 to your Constitution. While in wolf form your bite attack deals additional damage equal to ½ your Strength and if your Base Attack Bonus reaches +7 or higher you may make a 2nd bite attack at -5 as part of a full attack, and a third at -10 once your Base Attack Bonus reaches +14.

Beta Powers: Beta powers each have a prerequisite (with the exception of Bonus Feat) which is one Omega or Beta power. Some Beta powers will list multiple prerequisites but unless specified otherwise they require only any one of the listed powers.

Adamant Claws (Ex): Your natural weapons deal damage as if they were adamantine (in addition to any other materials they may count as) and deal an additional +1d6 damage to constructs and objects.
Prerequisite: Eldritch Claws or Dire Blood.

Alpha's Companion (Ex): Your wolf companion gains the benefits of any Ex wolf power you possess except those that grant you companions, and of the Eldritch Claw wolf power if you possess it. It may not be able to use certain wolf powers either due to mental or physical limitations, and any aspect of a wolf power that is keyed off of your level (such as save DCs) treats your level as 3 lower.

Blood Drinking Bite (Ex): Whenever you bite a creature you may suck their blood, drawing it from them, dealing 1 point of Constitution damage.
Prerequisite: Dhampyr Climb or Tainted Blood.

Bloodwarrior’s Fury (Ex): Your blood fervor is more dire, tears of blood falling from your eyes even as bloody sweat exudes from your pores. When you are in blood fervor the penalties (including self damage) and bonuses (including self damage) double.
Prerequisite: Bloodwarrior.

Bloodwarrior’s Howl (Su): Blood bursts within you as you gather your power both physical and spiritual for a powerful howl. Blood floods your lungs even as your opponents feel their own bodies facing a worse catastrophe. As a standard action you may deal yourself up to your werewolf level in d6 (max 12d6) damage, this damage cannot be resisted or negated and is lethal regardless of any regeneration you may possess, and release a terrible howl which affects creatures in a 30-ft cone. Any creature within the cone takes 1 point of Constitution damage per every 1.5 dice of damage (you may not deal yourself half dice) you dealt yourself with this ability. A successful Fortitude save (Constitution based) halves this Constitution damage.
Prerequisite: Bloodwarrior.

Bonus Feat (Ex): You gain a feat.

Call Children of the Night (Su): Rearing your head back into a mighty howl as a standard action you call the children of the night to your side. You may use this ability once per day, plus once per day per 6 levels beyond 8th but must dismiss all creatures from a previous use before using it again. When you use this ability 1 wolf per 2 werewolf levels, 1 rat swarm per 3 werewolf levels, or 1 bat swarm per 4 werewolf levels arrive 2d6 rounds later and serve you for up to 10 minutes per werewolf level.
Prerequisite: Dhampyr Climb or Tainted Blood.

Call Pack (Ex): You gain 6 wolf companions which gain animal companion benefits as an animal companion of a druid 6 levels below your werewolf level or one-half your werewolf level whichever is lower. These companions may not benefit from Natural Bond or other effects that raise your effective druid level for animal companions. Beginning at 14th level you may select one or more dire wolves instead of one or more of the wolf companions, if you do their abilities are reduced as normal for a dire wolf animal companion. If one of these wolves is killed another will replace it after 1d4 weeks. Additionally you may speak with wolves as if under the Speak with Animals spell this is an extraordinary ability.
Prerequisite: Wolf Companion.

Camouflage (Ex): You can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Prerequisite: Ghost Wolf or Shadow's Child.

Chameleon (Su): You have the ability to make alterations to your appearance to blend in better with your surroundings. You gain a +10 competence bonus to Hide checks when you are actively hiding.
Prerequisite: Moonshadow Trickster, Shadow's Child or Way of Disguise.

Change Skin (Su): You have the ability to alter your appearance as though using a disguise self spell that affects your body but not your possessions. This ability is not an illusory effect, but a minor physical alteration of your facial features, skin color and texture, and size, within the limits described for the spell. You can use this ability at will, and the alteration lasts until you changes shape again.
Prerequisite: Way of Disguise.

Charm Beasts (Sp): You may use Speak with Animals as a spell-like ability at will, and once per day, plus once per day per 6 class levels, may use charm monster as a spell-like ability which only affects animals and magical beasts. This charm monster spell-like ability has its duration reduced to 3 hours per caster level.
Prerequisite: Wolf Companion or Spirit Brother

Chase the Sun (Ex): You gain a +10-ft bonus to your land speed and Endurance as a bonus feat. You may hustle as easily as walking, never taking damage for continuing to do so over a long duration (except via forced march damage) and may run up to 3 minutes without having to make Constitution checks.
Prerequisite: Swift Runner or Get of Fenris.

Deathless Vigor (Ex): You gain Fast Healing equal to your Regeneration as long as you are at less than half health; this fast healing does not heal nonlethal damage. If you are suffering a negative level you may make a save to remove it after 10 minutes, after 1 hour, and after 8 hours in addition to the regular save to remove such a negative level after 24 hours. Finally if you would be killed by a death effect you take nonlethal damage equal to your maximum hit points +10 instead of dying.
Prerequisite: Tainted Blood.

Deft Claw (Ex): When you make a full attack action and do not wield a manufactured weapon you may make an extra claw attack at a -5 penalty (compared to your normal claw attack).
Prerequisite: Bloodwarrior, Eldritch Claw, Hunter's Glory, or Swift Runner.

Dire Shape (Su): When using your Wolf Shape ability you may become large sized (increasing bite damage accordingly) instead of medium. If you do so you gain an additional +6 Strength and +4 natural armor over your normal wolf shape.
Prerequisite: Wolf Shape.

Dire Size (Ex): You gain the Powerful Build trait while in your hybrid form.
Prerequisites: Dire Blood.

Ear-Shattering Howl (Su): As a standard action you may release a howl which fills the air with a destructive sonic force blasting whatever stands in its way. When you use this ability choose either a 20-ft radius burst centered on yourself, or a 30-ft cone. All targets within the designated area take 1d6 sonic damage per werewolf level you possess. A successful Fortitude save (Constitution based) halves this damage. Once you have used this ability you must wait 1d4+1 rounds before doing so again.
Prerequisite: One of Bloodwarrior’s Howl, Demoralizing Howl, or Champion’s Howl.

Eldritch Hide (Su): Your DR from werewolf levels becomes overcome only by Silver and Magic weapons instead of Silver weapons. Your natural weapons overcome damage reduction as if they were magic.
Prerequisite: One of Dhampyr's Climb, Eldritch Claw or Tainted Blood.

Evasion (Ex): You gain Evasion as the rogue ability of the same name.
Prerequisite: Uncanny Dodge.

Eyes of the Moon (Ex): You gain superior low-light vision (see 4 times as far as a human in low-light conditions) and may see invisible and ethereal creatures as the spell.
Prerequisite: Spirit Brother, Effortless Tracker, or Seer’s Eyes.

Finishing Blows: You may make a Coup de Grace as a swift action, and gain bonus damage against prone targets equal to one-third your werewolf level.
Prerequisite: Bestial Trip or Hunter’s Glory.

Forest Hunter (Ex): Your land speed increases by 10-ft and you may move at full speed through move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at your normal speed and without taking damage or suffering any other impairment.
This ability does not let you move more quickly through terrain that requires a Climb or Swim check to navigate, nor can you move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.
Prerequisite: Swift Runner or Ghost Wolf.

Frightening Howl (Ex): As a standard action you may release a terrifying howl. All foes within 30-ft are frightened for 1d4+1 rounds. A successful Will save (Charisma based) negates this effect and renders that enemy immune to your Frightening Howl for 1 hour. Additionally targets demoralized by your Demoralizing Howl are shaken for 2 rounds instead of just 1.
Prerequisite: Demoralizing Howl.

Goliath Strike (Ex): When you make a bite attack as part of an attack action, which is not part of a full-attack, it deals double damage. This does not apply to any other bite attacks you might make that round due to attacks of opportunity, or other sources of bonus attacks, and only applies to the first bite attack you make each round if you somehow gain the ability to make multiple as a single attack action.
Prerequisite: Dire Blood or Hunter’s Glory or Dire Shape.

Hamstring (Ex): You gain a +4 to the opposed check made as part of a trip check made as a follow up to a bite attack. A creature you trip this way suffers a cumulative 5-ft reduction to all of their movement speeds for 1 minute.
Prerequisite: Bestial Trip.

Healer’s Touch (Su): The amount of damage you can heal each day with your Healer’s Gift is increased to your werewolf level times an amount equal to 3 + twice your Wisdom modifier if positive.
Prerequisite: Healer’s Gift.

Hell's Flames (Su): You gain the Evil subtype, and your natural weapons overcome DR as if Good. Your natural weapons deal an additional +1d6 fire damage, and +1d6 more fire damage against creatures with the Good or Tanar'ri subtypes. If you score a critical hit this fire damage increases by another +1d10.
Prerequisite: Nessian Bred

Hunter’s Savagery (Ex): The first time each round that you make a critical hit with a natural weapon or fell an enemy (as Cleave) with a natural weapon you may make a claw attack as a secondary natural weapon as a free action.
Prerequisite: Hunter’s Glory.

Improved Uncanny Dodge (Ex): You gain Improved Uncanny Dodge as the barbarian ability of the same name.
Prerequisite: Uncanny Dodge.

Invigorating Howl (Su): Once per day, plus once per day per five werewolf level you may, as a standard action, release a howl infused with energy which heals all allies within 30-ft of you 1d6 hit points per 3 class level plus your class level in hit points. This effect only heals incorporeal undead or creatures healed by positive energy.
Prerequisite: Healer’s Gift or Champion’s Howl.

Iron-blood (Ex): You gain immunity to disease, poison, and death my massive damage (if used).
Prerequisite: Grit.

Keen Scent (Ex): Your scent range doubles (60-ft, 120-ft if downwind, 30-ft if upwind) and you gain Blindsense out to 30-ft as long as your Scent functions.
Prerequisite: Effortless Tracker.

Mistform (Su): 1/day per 3 werewolf levels, as a standard action, you may assume gaseous form as the spell (caster level equals class level), but you can remain gaseous for 10 minutes per werewolf level and have a fly speed of 20 feet with perfect maneuverability.
Prerequisite: Dhampyr Climb or Tainted Blood.

Moonshadow Adept (Sp): Once per day plus once per day per 6 werewolf levels you possess you may invoke the powers of shadow to mimic an evocation effect. This functions as Shadow Evocation but may mimic evocation spells with a spell level of up to 2 less than one-half your werewolf level (they are always only 20% real). Doing so counts as a spell-like ability of 1 spell level higher than the mimicked spell (so mimicking a 4th level spell counts as a 5th level spell-like ability).
Prerequisite: Moonshadow Trickster.

Penetrating Bite (Ex): You may deal precision damage with your natural weapons to creatures immune to critical hits which you flank. You deal an additional +1d6 precision damage with your natural weapons to targets you flank.
Prerequisite: Pack Fighting.

Rallying Howl (Su): Your Champion’s Howl allows all allies within its range which are affected by fear to reroll their save (if any) against that fear effect. You may choose to replace the standard effects (+2 morale bonus to attack and weapon damage) of your Champion’s Howl with a +4 morale bonus to saves and AC.
Prerequisite: Champion’s Howl.

Rejuvenating Touch (Su): As a standard action you can heal ability damage, drain, and negative levels with a touch. You may heal up to your class level in ability damage each day. 1 point of ability drain counts as 3 points of ability damage, and 1 negative level counts as 4 points of ability damage for the purposes of being healed by this ability. Paralysis and disease can also be removed as if it were 3 points of ability damage.
Prerequisite: Healer’s Gift.

Resist Magic (Su): As a free action which you may perform when dazed, stunned, or otherwise incapacitated but still conscious you may either instantly end one spell effect currently active on you (as if it were dispelled) or select one spell effect within 60-ft and become unaffected by it (as if you had a skin-tight anti-magic field which only affects it) until the start of your next turn. You must wait 1 minute before using this ability again.
Prerequisite: Spellwarding Hide.

Scion of the Sun Eater (Su): Your natural weapons deal an additional +1d6 cold damage, and +1d6 more cold damage against creatures of the fire subtype. If you score a critical hit this cold damage increases by another +1d10. You gain cold resistance 10 or that granted by Get of Fenris increases by 10 (this portion of this ability is Ex).
Prerequisites: Eldritch Claws or Get of Fenris.

Seer’s Sight (Sp): You gain continuous Arcane Sight (as spell) and once per day plus once per day per 6 werewolf levels you may use Scrying as a spell-like ability.
Prerequisite: Seer’s Eyes.

Shadow’s Child (Su): You may hide even if observed and/or without cover or concealment as long as you are not within an area of full sunlight (including a daylight spell).
Prerequisite: Ghost Wolf or Moonshadow Trickster.

Silver Alacrity (Su): You may act as if under the effects of a Haste spell for a number of rounds each day equal to your class level, and while hasted (either through this or another effect) may make an extra attack with your bite instead of with a normal weapon. Activating or deactivating this ability is a free action and it may be deactivated outside of your turn.
Prerequisite: Swift Runner.

Skirmisher (Ex): If you and any other ally threaten an enemy they are considered flanked by you and any allies that threaten them. You deal an additional +1d6 precision damage to targets you flank.
Prerequisite: Pack Fighting.

Slippery Mind (Ex): You gain Slippery Mind as the monk ability of the same name.
Prerequisite: Resolve.

Spellwarding Hide, Greater (Ex): Your DR applies against non-fire energy damage dealt by spells or spell-like abilities and it applies fully against non-silver weapons which have a magical enhancement which allows them to overcome DR as if silver (but not ones which gain this as a trait of some non-silver material) and half against any magical weapon even if it is made from silver.
Prerequisite: Spellwarding Hide.

Spellbreaker Howl (Su): Three times per day, as a standard action, you may release a powerful howl which disrupts nearby magic. This functions as the spell Greater Dispel Magic when used as an area dispel within a 20-ft radius burst centered on yourself or a 30-ft cone (your choice when this ability is activated). You use your werewolf level as your caster level for the dispel checks.
Prerequisite: One of Spellwarding Hide, Demoralizing Howl, Champion’s Howl, or Bloodwarrior’s Howl.

Spirit Claws (Su): Your natural weapons deal an extra 1d6 damage to creatures of alignments which oppose yours on at least one axis, and damage dealt by your natural weapons is considered to be of your alignment for the purposes of Damage Reduction, regeneration, and other effects. In addition your natural weapons gain the Ghost Touch enhancement.
Prerequisite: Spirit Brother or Eldritch Claws or Nessian Bred.

Turn Spirits (Su): Three plus your Wisdom or Charisma modifier (whichever is higher) times per day you may attempt to turn or destroy spirits as a cleric of your werewolf level turns and destroys undead.
Prerequisite: Spirit Brother.

Wolf Shark (Ex): You really are a pirate wolf. You gain a swim speed equal to your land speed and may breathe water as if it were air.
Prerequisite: Sea Wolf.

Zaydos
2013-10-17, 02:01 PM
Alpha/Mythic Wolf Powers

Alpha Powers: Alpha powers each have on or more prerequisites, presented as below
Prerequisites: Ability A, B, or C and D or E; Ability F.
In the above you can fulfill the prerequisites by having abilities A and D, A and E, B and D, B and E, C and D, C and E, or just ability F. In addition some entries will be:
Prerequisites: Ability A++.
This indicates you must have ability A and any ability which lists ability A or A++ as a prerequisite. A final listing is:

Banshee’s Howl: Your terrible howl not only can break enemies which happen to be in its way but instills those which survive with fear. When you use your Ear-Shattering Howl creatures in the area must make a Will save or be Frightened for 1 round and then Shaken for 1 round per 5 werewolf levels you possess.
Prerequisites: Demoralizing Howl and Ear-Shattering Howl.

Blood of the Living Dead (Ex): You are healed by negative energy as if undead, and are immune to death effects and energy draining effects. If an effect would deal physical ability damage to you reduce that ability damage by 1 to each physical ability score it would damage.
Prerequisites: Tainted Blood++

Blood Drinking Bite, Greater (Ex): Your Blood Drinking Bite improves. When you bite a living creature you deal 1d4 Constitution damage instead of 1, and you gain 5 temporary hit points which last 1 minute.
Prerequisites: Blood Drinking Bite.

Bloodstrike (Ex): When you make an attack with a natural weapon while in Blood Fervor you may deal yourself up to 1d6 damage per 4 class levels, if you hit with that attack it deals an additional +2d6 damage per die you dealt yourself. Damage dealt to activate this ability cannot be prevented, or reduced and is lethal regardless of any regeneration you may possess.
Prerequisites: Bloodwarrior’s Fury.

Bloodwarrior’s Call (Su): Craning back your head you release a blood curdling howl as a standard action. Doing so you create one or more beings constructed from your blood and the dark powers invoked by your howl based upon how much Constitution burn you are willing to deal yourself. This creates 1 blood construct if you pay 1 Constitution burn, plus 1 for every 2 additional Constitution burn you are willing to receive. These blood constructs are treated as Astral Constructs with a number of power points spent augmenting them equal to 2 less than your werewolf level, in addition to the normal qualities of an astral construct they gain SR 10 + your werewolf level, the Evil subtype any weapon, natural or manufactured, they wield dealing damage as if it were evil aligned for the purposes of overcoming DR and regeneration, and when you are in Blood Fervor your blood constructs gain all the benefits and penalties of it. You may only have blood constructs from one use of this ability at a time and they last 2 rounds per werewolf level you possess.
Prerequisites: Bloodwarrior’s Call.

Bloodwarrior’s Frenzy (Ex): The damage bonus granted by your Blood Fervor increases by 2d6 and the penalty increases by 1d6. The bonus to attack rolls and penalty to AC both also increase by 1.
Prerequisites: Bloodwarrior++

Bloodwarrior’s Howl, Greater (Su): When using your Bloodwarrior’s Howl you may deal yourself up to 8 points of Constitution burn, if you do the Constitution damage dealt by your howl increases by the same amount. The Fort save DC for that use of the howl is not reduced due to this Constitution burn and increases by 1 per 4 points of Constitution burn you dealt yourself.
Prerequisites: Bloodwarrior’s Howl.

Change Shape (Su): Your control of your form continues to improve allowing you to access a wide-gamut of alien forms. This functions similar to the spell Polymorph using your werewolf level as your caster level to determine the maximum hit dice of forms available to you. You may only assume an alternate form through this ability for 2 rounds per class level each day, though you may divide this into multiple uses. Activating this ability is a standard action while in your normal form, or swift action while it is already active, but you may only activate it 3 times per day and activating it while it is already active expends one of these uses; deactivating it is a free action. You may not assume plant or ooze forms with this ability (unlike polymorph) and you do not regain hp when activating this ability.
Prerequisites: Change Skin.

Command Spirits (Sp): You may use Charm Monster as a spell-like ability at-will, except that it only affects spirits (see Spirit Brother) and ignores any immunity to charm or mind-affecting effects granted by their type and they suffer a -2 penalty to their Will save to resist this effect. You may only have one creature charmed by this ability at a time and if you use it again any previous iterations immediately end before the save is made.
Prerequisites: Spirit Brother++

Confusing Howl (Su): Once per day, plus once per 10 werewolf levels you possess, you may release a horrible howl which scrambles the minds of those that hear it. Any creature (other than yourself) within either a 15-ft radius centered on you or a 30-ft cone (chosen when this ability is activated) which can hear the howl must make a Will save or be confused (as the spell Confusion) for 1 round per werewolf level you possess. This is a mind-affecting effect.
Prerequisites: Moonshadow Adept and one of Champion’s Howl, Demoralizing Howl, Spellbreaker Howl, Bloodwarrior’s Howl; Greater Bloodwarrior’s Howl or Howl of Freedom or Primal Terror or Banshee’s Howl.

Dhampyr's Gaze (Su): You gain the ability to dominate a creature by looking into its eyes. 1/day per 5 werewolf levels you may, as a standard action, attempt to dominate one creature within 30-ft whose gaze you can meet. This functions as Dominate Person with a caster level equal to your werewolf level, except it may affect your creature type as well as Animals and Magical Beasts instead of Humanoids, and the saving throw DC is 10 + 1/2 Werewolf level + Charisma modifier. Despite being a supernatural ability this effect may be dispelled as if it were a spell. An effect which blocks gaze attacks also blocks this effect.
Prerequisites: Tainted Blood++ or Dhampyr Climb++.

Deft Claw, Greater: When you make a full attack and do not wield a manufactured weapon you may make an extra claw at -10 (in addition to the one granted by Deft Claw). In any round in which you do not full attack you may use a swift action to make a claw attack (at its normal bonus, this is still a secondary natural weapon).
Prerequisites: Deft Claw.

Dire Size, True (Ex): When assuming your hybrid form you may become Large size or remain your normal size, if you choose to become Large size you do not gain powerful build but gain +2 Strength. You may not use this ability when you are otherwise shapechanged (such as from the polymorph spell or Wolf Shape).
Prerequisites: Dire Size

Draining Strike: Your blows carry the life draining effects of the vampire. Once per round when you strike a creature with a natural weapon you may inflict 1 negative level upon it as a free action.
Prerequisites: Dhampyr Climb++ or Tainted Blood++ and Eldritch Claw.

Enter into Shadow (Su): 1 per day, plus once per day per 5 werewolf levels you may turn invisible as the spell Greater Invisibility for 3 rounds as a swift action.
Prerequisites: Chameleon or Shadow’s Child.

Eyes of Luna (Ex): You gain Darkvision 120-ft, a +4 bonus to Spot checks, and the penalty you receive on Spot checks due to distance is halved (-1 per 10-ft instead of -2).
Prerequisites: Eyes of the Moon.

Fell the Mammoth (Ex): Enemies do not gain a bonus on trip checks for being larger than you are (if you have powerful build or a similar ability use your increased size to determine whether they are larger than you). A creature you trip must make a Fort save (Constitution based) or be unable to stand for 1 round.
Prerequisites: Hamstring.

Flank Strike (Ex): When flanking an enemy you deal +3d6 precision damage with your natural weapons.
Prerequisites: Pack Tactics++.

Foe Bane (Ex): When you select this ability choose one type or type and subtype which can be chosen as a ranger’s favored enemy. You gain Favored Enemy against that type with a +2 bonus and your natural weapons are considered to have the Bane weapon enhancement against that type. You may select this power more than once, choosing a new type each time.
Prerequisites: Eldritch Claws++.

Forceful Howl (Su): As a standard action you may release a howl which fills the air with a destructive force blasting whatever stands in its way. When you use this ability choose either a 20-ft radius burst centered on yourself, or a 30-ft cone. All targets within the designated area take 1d6 force damage per werewolf level you possess. A successful Fortitude save (Constitution based) halves this damage. Once you have used this ability you must wait 1d4+1 rounds before doing so again.
Prerequisites: Ear-Shattering Howl, Turn Spirits, Spirit Claws, or Spellbreaker Howl.

Freedom of the Wild (Su): The child of the forest cannot be bound, ropes around them loosen, and impediments vanish. You gain a continuous Freedom of Movement effect.
Prerequisites: Chase the Sun, Forest Hunter, or Wolf Shark.

Ghost Step (Su): As a standard action you may enter the Ethereal Plane (as the spell Ethereal Jaunt), and may return to the Prime from the Ethereal as a swift action. You may only spend 1 round per class level on the Ethereal this way each day.
Prerequisites: Spirit Brother an Spirit Claws or Turn Spirit.

Healer’s Blessing (Sp): You may use the Heal spell as a spell-like ability at-will but may not use it more than once per day on a single target.
Prerequisites: Healer’s Touch or Rejuvenating Touch.

Hell's Step (Su and Sp): When in hybrid form dark flames bear you aloft, allowing you to fly at 1/2 your land speed with good maneuverability. In addition you may use Greater Teleport to transport yourself and up to 50 lbs of gear only at-will, though you may only use it to move to a location to which you lack line of sight twice per day.
Prerequisites: Nessian Bred++; Nessian Bred and Shadow's Child.

Hellfire Birth (Ex and Su): You gain the fire subtype, but do not suffer from cold vulnerability, gain hellfire resistance 10, and if you do not already have the Evil subtype you gain it (this is an extraordinary ability). In addition you gain a cold breath weapon dealing 1d6 damage per point of Constitution bonus you possess +2 damage per werewolf class level you possess in a 20-ft cone; this is a supernatural ability. Once you have used this ability you must wait 1d4+1 rounds to do so again.
Prerequisites: Nessian Bred++.

Hide in Plain Sight (Ex): While in any sort of natural terrain you may use the Hide skill even if observed.
Prerequisites: Camouflage.

Hound of Baator (Su): When you use Wolf Shape you may gain an additional +2 to your Damage Reduction, Natural Armor, Strength, Dexterity, and Constitution, and the Fire subtype but you do not gain Cold Vulnerability. If you do so you your bite deals an additional +2d6 fire damage and you gain a fire breath dealing 1d6 fire damage per class level in a 30-ft cone usable every 1d4+1 rounds. You may not have both this and Ice Wolf active at the same time.
Prerequisites: Nessian Bred++ and Wolf Shape; Wolf Shape++ and Nessian Bred.

Howl of Freedom (Su): Your Champion’s Howl grants any creature within the area affected by a Mind-Affecting effect the chance to roll a new save against that effect. You may replace the normal benefits (+2 morale bonus to attack and melee damage) of your Champion’s Howl with a Mindblank effect which lasts for the same duration as your Champion’s Howl normally would.
Prerequisites: Rallying Howl.

Howl of Magic’s Flow (Su): 3 times per day you may, as a standard action, release a powerful howl whipping up magical energy in the area doing one of the following: Restore a spell effect that was dispelled or disjoined within 30-ft since the end of your last turn; grant a target within 30-ft a +2 bonus to caster level for 1 round; or suppress an anti-magic field or dead magic trait in an area within 30-ft of you for 1d4 rounds, this function of this ability can be activated in anti or dead magic despite being supernatural.
Prerequisites: Spellbreaker Howl.

Howl of Resurgence (Su): Your Invigorating Howl heals twice as much hp for targets with less than 20 hp when it is activated.
Prerequisites: Invigorating Howl.

Hunter’s Cunning (Ex): Your natural weapons may score critical hits even against enemies normally immune to critical hits.
Prerequisites: Hunter’s Fury++ or Penetrating Bite.

Hunter’s Reaping (Ex): The crit range of your natural weapons is tripled, this does not stack with the effects of the Keen enhancement, Improved Critical feat, or other abilities that do not stack with the aforementioned.
Prerequisites: Hunter’s Savagery.

Ice Wolf (Su): When you use Wolf Shape you may gain an additional +2 to your Damage Reduction, Natural Armor, Strength, Dexterity, and Constitution, and the Cold subtype but you do not gain Fire Vulnerability. If you do so you your bite deals an additional +2d6 cold damage and you gain a cold breath dealing 1d6 cold damage per class level in a 30-ft cone usable every 1d4+1 rounds. You may not have both this and Hound of Baator active at the same time.
Prerequisites: Dire Shape; Wolf Shape and Scion of the Sun Eater.

Improved Evasion (Ex): You gain Improved Evasion (as the Rogue ability).
Prerequisites: Evasion (either as a class feature or through a Wolf Power).

Improved Grit (Ex): Whenever you make a Fortitude save for half, reduced, or partial effect, on a successful Fortitude save the effect is negated entirely and on a failure you only suffer the effects which you would receive without this ability on a success.
Prerequisites: Grit++.

Instant Reaction (Su): Once per encounter as an immediate action you may take a standard or move action.
Prerequisites: Silver Alacrity.

Invigorating Howl, Swift (Su): You may use your Invigorating Howl as a swift action instead of a standard action.
Prerequisites: Invigorating Howl.

Leader of the Pack (Ex): Your wolves from Call the Pack are considered to be animal companions of a druid 5 levels lower than your werewolf level (instead of ½), your wolf companion no longer suffers a -3 to your effective druid level, and suffers only a -3 (instead of -6) for being a dire wolf.
Prerequisites: Call Pack.

Magebreaker Fangs (Su): Any creature struck by your natural weapons must make a Concentration check (DC 10 + your werewolf level + spell level) to cast any spell or use a spell-like ability for 1 round. You natural weapons deal +1d6 damage to any creature capable of casting spells or using spell-like abilities.
Prerequisites: Greater Spellwarding Hide and either Eldritch Claws or any beta which lists it as a prerequisite; Spellwarding Hide and Spellbreaker Howl and either Eldritch Claws or any beta which lists it as a prerequisite.

Mighty Blows (Ex): When using Power Attack and attacking with your natural weapons you gain an untyped bonus to your attack roll equal to half the penalty you take to your attack roll.
Prerequisites: Goliath Strike or Dire Size.

Mighty Claws (Ex): You natural weapons gain the Collision weapon property (see Magic Item Compendium).
Prerequisites: Eldritch Claws++ or Goliath Strike.

Moonshadow Master (Su and Sp): You can see illusions at a glance, you may see the auras of all illusion spells that are in your line of sight and within 60-ft as if looking at them with the 2nd and 3rd round of Detect Magic. In addition 3 times per day you may use a spell-like ability from the following list: Mirage Arcana, Persistent Image, False Vision, Invisibility Sphere, Suggestion, and Hide from Undead.

Natural Healer (Su): Your body recuperates from wounds which even other werewolves find difficult infused with the restorative powers of your shamanistic healing. You gain Fast Healing equal to your Regeneration as long as you have no non-lethal damage.
Prerequisites: Healer’s Touch; Healer’s Gift and Recuperative Blood, Healer’s Blessing, Swift Invigorating Howl, or Howl of Recuperation.

Pack Strike (Ex): When you make a bite attack as an attack action, which is not part of a full attack, if you hit the target immediately provokes an attack of opportunity from each creature which threatens it other than yourself.
Prerequisites: Skirmisher.

Peerless Scent (Ex): Your scent range becomes 10 times normal (300 feet, 600 feet if downwind, 150 feet if upwind), your blindsense range increases to 60-ft, and you gain Blind-Fight as a bonus feat.
Prerequisites: Keen Scent.

Primal Terror (Ex): You cause fear on a primal level bypassing the brain entirely, striking at the body’s automatic response systems. Your Frightening Howl and Demoralizing Howl improve. They may now cause fear in creatures that have immunity to Mind-Affecting effects (but not creatures which are specifically immune to fear). A creature that fails its saves versus Frightening Howl is now Panicked instead of Frightened and even on a successful save they are Shaken until the end of your next turn; unlike most fear this Shaken effect cannot add with other fear to induce a higher level of fear. Your Demoralizing Howl leaves targets Shaken for 3 rounds instead of 1 or 2.
Prerequisites: Frightening Howl.

Recuperative Blood (Su): You heal ability damage, and even drain, at an increased rate healing 1 point of damage to each ability score each round and 1 point of drain to each ability score every 5 rounds. In addition you may feed a creature your blood in an action taking 1 minute dealing yourself damage which cannot be negated or resisted and is lethal despite any regeneration you may possess to grant the target creature Fast Healing 5 and the ability to heal ability damage (but not drain) at the same rate that you do for 1 round per 5 points of damage you dealt yourself.
Prerequisites: Rejuvenating Touch or Bloodwarrior’s Frenzy.

Savage Claws (Ex): Your natural weapons deal x3 damage, instead of x2, on a critical hit.
Prerequisites: Spirit Claws, Adamant Claws, Scion of the Sun Eater, or Hunter’s Savagery.

Shadow Step (Su and Sp): As long as you are not in full sunlight (daylight spell is not powerful enough to count for this purpose) you may teleport up to your land speed as a move action to another square not in full sunlight. In addition 1/day you may use Shadow Walk as a spell-like ability as long as you are not in full sunlight or total darkness.

Share Awareness (Su): Allies within 30-ft of you gain the benefits of your Uncanny Dodge (but not of your Improved Uncanny Dodge).
Prerequisites: Uncanny Dodge and Improved Uncanny Dodge (either as class features or Wolf Powers).

Sight beyond Eyes (Su): You may gain the benefits of True Seeing for 1 round per werewolf level each day, this is a supernatural ability activated as a free action and deactivated as a free action which may be performed when it is not your turn. In addition 3 times per day you may as a standard action view a distant location or creature as if using Greater Scrying (caster level equals your werewolf level), if used to view a location you must either know distance or be familiar with the location.
Prerequisites: Spirit Brother or Seer’s Eyes and Eyes of the Moon; Seer’s Sight.

Slayer of the Dead (Su): Your claws cleanse the world of the unnatural taint of undeath. Your natural weapons gain the Disrupting and Undead Bane qualities and any undead creature reduced to 0 hp by your natural weapons is immediately destroyed and any revival gained through their own features and abilities (such as a lich, or ghost) fails.
Prerequisites: Turn Spirits or Spirit Claws.

Smell the Soul (Su): Your nose is keen not only to mundane scents but spiritual ones too. You gain Blindsight 30-ft as long as you are able to smell, and you may determine (reflexively as a free action) if any creature within your blindsight or scent range is: Alive, undead, deathless, a construct, dead, or alive and dying. Finally as a standard action you may attempt to smell a target’s soul making a DC 15 Wisdom check, if you succeed you determine the target’s alignment and challenge rating, if you fail you may not retry on that target for 1 day.
Prerequisites: Keen Scent.

Spell Cleansing (Su): Once per day, as a free action usable outside of your turn, you may instantly end all spell effects affecting you and generate a personal range anti-magic field till the end of your next turn.
Prerequisites: Resist Magic.

Spell Resistance (Sp): You gain Spell Resistance equal to 12 + your werewolf level.
Prerequisites: Spellwarding Hide++

Spellbreaker Howl, Greater (Su): Your spellbreaker howl improves in various ways. First you add your Wisdom modifier as a bonus to dispel checks made as part of its use. Second you may now use it as a targeted dispel on one target within 30-ft instead of as an area dispel. Third you may use it as an immediate action to attempt to counterspell a spell being cast. Finally you gain an extra daily use of your Spellbreaker Howl.
Prerequisites: Spellbreaker Howl.

Stormcaller’s Howl (Su): Once per day you may release a powerful howl which summons 1d3+1 huge storm elementals (Monster Manual III) or huge water elementals, these elementals serve you loyally for 1 round per werewolf level; this is a Summoning effect. For every 3 levels you have obtained beyond 14th the elementals summoned increase by one grade of power (greater at 17th, elder at 20th, and monoliths at 23rd). You may choose to instead summon elementals of one grade less than you normally would (large at 14th level) to summon them for 10 minutes per werewolf level instead, or two grades less (medium at 14th) to summon them for 2 hours per class level. Once per week you may release a slightly different howl as a full-round action which controls the weather as the spell Control Weather.
Prerequisites: Shark Wolf or Champion’s Howl++

Strike the Throat (Ex): When you successfully trip an opponent you may immediately make a bite attack (in addition to any attack from Improved Trip. You gain additional damage on this attack equal to one half your strength modifier (if positive).
Prerequisites: Bestial Trip++.

Summon Wolf Spirit (Su): 1/day as a standard action you may summon a wolf spirit (detailed below coming soon, it gains 3 bonus HD per 2 werewolf levels you have obtained above 14) for 1 round/class level.
Prerequisites: Wolf Companion++; Spirit Brother and Spirit Claws, Turn Spirits, or Charm Beast; Moonshadow Adept.

Swift Scout (Ex): You suffer no penalty to Hide or Move Silently for moving at full speed, and only a -5 penalty when running or charging.
Prerequisites: Camouflage or Forest Hunter.

Talented (Ex): You gain a Beta and an Omega wolf power or two Omega wolf powers. You may take this Wolf Power multiple times.

Tongue of the Spirit World (Sp): You are a diplomat to the many spirits that inhabit the world. You gain a continuous Speak with Animals, Speak with Plants, and Tongues effect as well as the ability to use Whispering Wind and Speak with Dead as spell-like abilities usable at will. 1/day you may Commune with Nature as the spell.
Prerequisites: Spirit Brother and one of Charm Beasts, Command Spirits, or Ghost Step.

Victor’s Howl (Su): You may replace the standard benefits (+2 morale bonus to attack and melee damage) of your Champion’s Howl with an effect which functions like the Haste spell.
Prerequisites: Champion’s Howl++.

Will of Silver (Ex): Will becomes a Good save for your werewolf class levels (but not for any prestige classes that happen to advance your effective werewolf level for the purposes of wolf powers).
Prerequisites: Resolve++.

Wind’s Swiftness (Ex): Your base land speed increases by 20-ft and once per day plus once per day per 3 werewolf levels you have you may move up to your speed as a swift action.
Prerequisites: Swift Hunter++.

Winter’s Child (Ex and Su): You gain the Cold subtype but do not gain Fire Vulnerability; this is an extraordinary ability. In addition you gain a cold breath weapon dealing 1d6 damage per point of Constitution bonus you possess +2 damage per werewolf class level you possess in a 20-ft cone; this is a supernatural ability. Once you have used this ability you must wait 1d4+1 rounds to do so again.
Prerequisites: Get of Fenris++ or Scion of the Sun Eater or Ice Wolf


Mythic Wolf Powers:
Prerequisites for these follow the same guidelines as for Alpha powers but also include Ability A+2 which means it requires Ability A and any Alpha ability which requires either Ability A or an ability which requires Ability A (even if qualified for by other means). There are many Mythic Abilities which do not require any other Wolf Powers, but not all Alpha powers fulfill the prerequisites for any Mythic powers.

Beast Body (Ex): Your Damage Reduction, Regeneration, and Natural Armor granted by this class all increase by 2.

Blood Drinker's Mantle (Su): As a swift action you may gain the vampire template for 1 round per Werewolf level. You may end this ability prematurely as a free action and if you do so you may use this ability again during the day, but it's duration is equal to 1/2 the rounds you had remaining when you ended this ability (rounded down). If you have this wolf power and die you will rise again as a vampire at the next sunset unless precautions are taken.
Prerequisites: Blood of the Living Dead.

Bloodrending Howl (Su): Your Bloodwarrior’s Howl deals an additional point of Constitution damage and the amount of self-inflicted damage is capped only by your level and may exceed the 12d6 of the base ability.
Prerequisites: Bloodwarrior’s Howl.

Bloodwarrior’s Retribution (Ex): When Blood Fervor is active you gain a Blood Rage pool. This pool begins empty, but whenever you take non-self-inflicted damage you add 1 point to your Blood Rage pool per point of non-lethal damage or 2 per point of lethal damage you receive. Whenever you make a successful melee attack you may expend points from your Blood Rage pool up to twice your werewolf level as a free and gain a bonus to damage equal to the number of points expended on that attack. If you end your Blood Fervor, or go 1 minute without combat, your Blood Rage pool empties.
Prerequisites: Bloodwarrior+ and Bloodwarrior+2.

Cerberus Strikes (Ex): When you make a full attack you may make 3 additional bite attacks at -5, -10, and -15.

Conqueror’s Howl (Su): The duration of your Champion’s Howl doubles becoming 2+twice your Charisma modifier (if positive) rounds per use. In addition you may either apply one effect that would normally replace the standard bonus from your Champion’s Howl without replacing it (in addition to replacing it) or double all numerical bonuses from your Champion’s Howl (including if it has been replaced through Rallying Howl or Victor’s Howl).
Prerequisites: Champion’s Howl.

Devour the Sun (Ex and Su): You gain immunity to Fire and fire no longer overcomes your regeneration; this is the extraordinary portion of this ability. Your melee attacks (natural or otherwise) deal an additional 1d6 cold damage and any Fire subtype creature struck by you in melee must make a Fort save (Constitution based) or be dazed for one round; no creature must save more than once per round against this ability no matter how many times you strike them in a single round.
Prerequisites: Get of Fenris and Winter’s Child.

Dhampyr's Gaze, Greater (Ex and Su): You gain immunity to dominate effects (this is an Ex ability). You may use your Dhampyr's Gaze against creatures with a CR at least 8 less than your Werewolf level without expending daily uses; if you try to use it without such an expense and their CR is too high you learn that they are immune. In addition its range is increased to 60-ft and you may use two uses of it to affect any creature type as if with Dominate Monster (it's duration is not increased).
Prerequisites: Dhampyr's Gaze.

Ear-Shattering Howl, Greater (Su): Your Ear-Shattering Howl and Forceful Howl should you possess it deal double damage and recharges after only 1d4 rounds.
Prerequisites: Ear-Shattering Howl.

Fenris Shape (Su): When you use your Wolf Shape ability augmented by Dire Shape you may choose to further increase your size becoming Huge, gaining an additional +6 Strength, +2 Constitution, +2 natural armor, and the Improved Grab and Swallow Whole abilities. You may only use your Improved Grab against creatures at least 2 size categories smaller than yourself, and only with your bite attack, and should you start a turn with a creature grappled through your Improved Grab you may attempt to swallow it whole by making a grapple check as if attempting to pin the opponent. If you succeed you deal your bite damage to the opponent and swallow them.
A swallowed creature is considered to be grappled, while the creature that did the swallowing is not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon by dealing at least 40 damage (this damage does not need to overcome your regeneration), or it can just try to escape the grapple. The Armor Class of the your interior is 10 + 1/2 your natural armor with no other modifiers. If the swallowed creature escapes the grapple, success puts it back in your mouth, where it may be bitten or swallowed again.
Each round that a creature remains swallowed it takes bludgeoning damage equal to your bite damage.

Heart-Stopping Howl (Su): Twice per day you may release a horrible howl which strikes terror into the very bodies of your foes. Any enemy within 30-ft must make a Fortitude save or die, a successful Fortitude save reduces this effect to 1 minute of being Shaken. This is a non-mind-affecting fear effect and a death effect. Any creature which successfully saves gains immunity to your Heart-Stopping Howl permanently, and any creature which failed its save and is later revived suffers a -4 penalty on future saves against your Heart-Stopping Howl.
Prerequisites: Primal Terror or Banshee’s Howl.

Hound of Asmodeus (Su): Your hellish nature suffuses your entire being granting you various traits associated with the Baatezu. Your damage reduction becomes penetrable only by weapons which are both Good and Silver, and you can regenerate damage dealt by weapons that are only one of Good or Silver (but not by weapons which are both, or spells or effects which are Good). You gain Telepathy out to a range of 60-ft, cold and acid resistance 10, and the ability to see perfectly in darkness of any kind, even that created by a deeper darkness spell. Finally you are surrounded by a fell aura, any good creature within 10-ft of you must make a Fort save (Charisma based) or be nauseated for 1 round and sickened for 1 minute, a creature which successfully saves is immune to this effect for 24 hours and a creature currently affected by it (even if merely sickened) is also immune to further effects from it.
Prerequisites: Nessian Bred+2

King’s Arsenal (Ex): Your natural weapons deal an additional +1d6 damage per hit (this bonus damage is multiplied on a critical hit) and overcome Damage Reduction as if epic.

Many Talented (Ex): You gain 1 Wolf Power of each grade lower than this one.

Moonshadow Grandmaster (Sp): Once per day you can gather the magical power of shadows to replicate the effect of any Evocation, Illusion, or Enchantment spell from the Cleric, Druid, or Sorcerer spell list of level 8 or lower. You must pay any experience point costs and if the spell would normally require an expensive material component you must pay 1 XP per 5 GP in that component's cost.

Relentless (Ex): Your body is sustained by some inner power long past when death should overtake you. You are not rendered unconscious due to nonlethal damage until it is 10 more than your current hp, and you may remain conscious and fight with no penalties while at 0 to -9 hp. You do not die, or fall unconscious, until you have been at -10 or less hp, or had 10 or more nonlethal damage in excess to your current hp, for 3 rounds. If you would die due to Constitution damage or another effect which kills you without dealing hit point damage (a death effect, for example) you may continue fighting for 2 rounds without dying, if the effect that would kill you is somehow healed (Constitution is raised to 1 or higher, negative levels are removed, deific miracle or some sort of time shenanigans reverses the death effect) you do not die.

Revivifying Howl (Su): 1/day you may further empower your Invigorating Howl giving it the ability to revive the recently slain. When you use your Invigorating Howl all dead creatures within the rage that died within the last 3 rounds and whose bodies are mostly intact and whose souls are free are revived at -9 hp and stable without any level loss and allied creatures affected by this are then healed by your Invigorating Howl as normal. Alternatively you may use this ability forgoing the normal effects of your Invigorating Howl entirely to revive one dead creature within the range that died within the last 10 minutes. You may not use this ability alongside Swift Invigorating Howl.
Prerequisites: Howl of Resurgences.

Severing Claws (Su): Your natural weapons are considered to be vorpal. If you score a natural 20 you may choose to remove a singly limb other than the head, or other protruding body part (nose, ear, eye stalk, toe, finger, but not torso, spleen, stomache, brain, tongue unless it is sticking its tongue out at you, etc).
Prerequisites: Eldritch Claws or any ability with Eldritch Claws as a prerequisite or any ability with such an ability as a prerequisite.

Soul Shepherd (Su): You may enter the Ethereal Plane from the Material Plane, or the Material Plane from the Ethereal Plane, as a standard action usable at will. In addition once per day you may do one of the following: as a standard action banish a restless soul to the afterlife, this affects any incorporeal undead/deathless, lich, or other undead or deathless that specifically is animated by its own soul, this effectively destroys them and prevents them from being resurrected for 1 year, a successful Will save (Charisma based DC) negates this function of this ability; or as a 10 minute action return the soul of a creature into its body, this is an action which must be taken on the Ethereal Plane at a point conterminous with the creature’s mostly intact body and revives the creature at -9 hp and stable without any level loss, this cannot be used to revive a creature whose body is not intact or whose soul was destroyed or imprisoned.
Prerequisites: Ghost Step and Healer’s Touch.

Spellsuppressing Hide (Su): Like cold iron your very nature disrupts magic. Any creature adjacent to you has its caster level for spells and spell-like abilities reduced by 4. In addition for 1 round each day per 2 class levels you may radiate a 20-ft radius field of anti-magic centered on yourself. Activating this anti-magic aura is a standard action, although you may end it at any time (even when it is not your turn) as a free action. If you are knocked unconscious while it is active it will remain active for a number of rounds equal to your Constitution modifier without expending duration for them, but if you die it is immediately ended.
Prerequisites: Spell Resistance, Greater Spellbreaker Howl, or Spell Cleansing.

Steal Moments (Su): Three times per day you may freeze time as the Time Spot spell. Once you have used this ability you must wait 10 minutes to use it again due to the intense strain it places upon your body and soul.
Prerequisites: Instant Reaction.

Steal the Light (Su): You may see normally in darkness, even if it is magical. In addition you may suppress all light sources within 60-ft of you, at-will as a swift action. This has no effect on light produced by sources further than 60-ft from you (in most setting this means that even if you somehow fly to the sun unless it is 60-ft or less in diameter you can only put out a small portion of it), but it does stop any surface within the area from reflecting light. This ability remains active until deactivated as a free action. As a standard action, as long as this ability has been active in an area with a light source of at least bright illumination, you may release this stolen light in the form of a blinding flash with a 100-ft radius centered on you, or a 300-ft line of blinding light; this immediately deactivates this ability. All creatures (other than yourself) in the area must make a Fortitude save or be blinded for 2d3 rounds. Once you have released light in a flash you may not use Steal the Light again for 5 rounds.
Prerequisites: Moonshadow Master, Enter into Shadow, or Shadow Step.

Zaydos
2013-10-17, 02:03 PM
Feats

Argent Defense
When you turn yourself to defense your skin hardens and your fur steels itself, your body growing more ready for the blows that may fall upon you.
Prerequisites: Werewolf level 1+.
Benefits: When you use the Combat Expertise feat, fight defensively, or take a total defense action your Damage Reduction granted to you by your werewolf levels increases by an amount equal to the AC bonus received from that action. This feat may not increase your Damage Reduction by more than twice the amount granted to you by your class levels.
If you have the Dodge feat your DR increases by another 1 against the target of that feat.

Argent Totem
Your soul shines silver, as does the incarnum you wield and shape.
Prerequisites: One wolf power, ability to bind a soul meld to your Totem Chakra.
Benefits: You may add your werewolf levels to your Totemist levels to determine your essentia (but not soulmelds shaped or chakra binds) and how often you can rebind your totem soulmeld.
You may add your Totemist levels to your Werewolf levels to determine your effective werewolf level for wolf powers that have effects dependent upon your Werewolf level.
In addition if you have Winter Mask or Worg Pelt shaped they are considered to have 1 additional point of essentia invested in them (up to their essentia capacity) this bonus essentia cannot be shifted from them or used to pay costs.

Coyote's Cunning:
Rarely a coyote and wolf will breed, creating a hybrid "coywolf". You turn not into a wolf, but such a hybrid, and you show the cunning of a coyote even with the power of the wolf.
Prerequisites: Werewolf level 1st.
Benefit: You gain an additional skill point at each level of Werewolf, and 3 more if this feat is taken at 1st level.
In addition choose a number of skills on the Werewolf class skill list equal to your Intelligence modifier. If you Intelligence modifier is higher than the ability which would normally be added to a selected skill you gain a +1 to skill checks with that skill, increasing to +2 if your Intelligence modifier is at least 3 higher, and +3 if it is at least 5 higher.

Draconic Howler
You howl the draconic hymns singing them with a power and force unlike those of most creatures.
Prerequisites: Ability to sing Draconic Hymns (www.giantitp.com/forums/showthread.php?312878-Dragon-Chorister-(3-5-base-class-PEACH)), one Wolf Power with Howl in its name.
Benefits: You gain ranks in Perform (Sing) equal to your Werewolf levels and gain another rank whenever you gain a Werewolf level (this may not increase your ranks above your maximum ranks).
You add your Werewolf level to your Dragon Chorister (www.giantitp.com/forums/showthread.php?312878-Dragon-Chorister-(3-5-base-class-PEACH)) level to determine the saving throw DC of Draconic Hymns you sing (but not other factors) and to qualify for the Dual-Hymn ability and your Howl based powers are considered sung for the purposes of Dual-Hymn.
You may add your Dragon Chorister level to your Werewolf level for the purpose of all Howl based Wolf Powers.
In addition you double the range of all Draconic Hymns you sing while in hybrid form.

Extra Champion's Howl
You may use your Champion's Howl more often than other werewolves of your power level.
Prerequisites: Champion's Howl Wolf Power.
Benefits: You may use your Champion's Howl an additional 2 times per day.

Extra Wolf Power
You have a more diverse portfolio of wolf powers.
Prerequisites: Access to Beta Wolf Powers.
Benefits: You gain one Wolf Power you fulfill the prerequisites of that belongs to a grade less than your maximum.

Fenrir Born
You are empowered by the great wolf of the Fimbulwinter, the wolf that will eclipse the sun with its fangs.
Prerequisites: Path of the Apocalypse (Fimbulwinter), 3 Fimbulwinter Path Invocations (http://www.giantitp.com/forums/showthread.php?368342-Doomsayer-%283-5-Base-Class%29), and one of Get of Fenris, Chase the Sun, Scion of the Sun Eater, Ice Wolf, Winter's Child, Eat the Sun, or Fenris Shape.
Benefits: You may add your Werewolf level to your Doomsayer level to determine your caster level with Fimbulwinter Path invocations, this may not increase it beyond your character level, your Doomsayer level to your Werewolf level to determine your Damage Reduction, and one half your Doomsayer level to your Werewolf level to determine your regeneration.
Whenever you use a Fimbulwinter Path invocation you gain a +1 morale bonus to attack rolls with natural weapon made before the end of your next turn, this increases by +1 per grade beyond Least the Invocation was.
Finally you gain a bonus to checks to overcome Spell Resistance of creatures you have damaged with your natural weapons within the last minute equal to the number of Wolf Powers which could serve as this feat's prerequisite that you possess, and when using Malisons may ignore 5 points of cold resistance creatures possess for each such Wolf Power you possess.

Lupine Initiator
Your feral ferocity passes from mere bestial power into something more sublime, blending with your skill to form something more beautiful and haunting.
Prerequisites: Ability to use at least 1 martial maneuver from a discipline which includes claws or bite attacks as one its form weapons.
Benefits: You may add your Werewolf levels (instead of 1/2 your werewolf levels) to your levels in a martial initiator class for the purpose of determining the highest level maneuvers you may learn in any discipline which includes claws or bite attacks as one of its form weapons (such as Tiger Claw or I have no idea how many homebrew disciplines).

Silver Claws
Your claws cut through the hides of your kin and other beasts as if they were themselves silver.
Prerequisites: Werewolf level 1+.
Benefit: Your natural weapons deal damage as if they were silver, overcoming Damage Reduction and potentially Regeneration.

Songhowl
Your bestial howls form a music of the night which resonates with those who hear them.
Prerequisites: Bardic Music, one Wolf Power with Howl in its name, Perform (Sing) 5 ranks.
Benefits: You may add your Werewolf levels to your bard level to determine the power of your Inspire Courage and your bardic music has twice the normal range when sung while in hybrid form if you sing them in the form of wolf howls (if range is as far as can be heard then it is heard as if it were a howl typically increasing this range far more than double).
You may add your Bard level to your Werewolf level for the purpose of all Howl based Wolf Powers.
Finally you may use a howl based wolf power while singing a bard song incorporating the howl into the song.

Worgborn
You are a were-worg, disconnected from more normal werewolves by your connection to the evil goblin hounds. This racial heritage grants you the worgs' superior senses and stealth.
Prerequisites: Goblinoid subtype, Werewolf level 1.
Benefits: You gain a +2 bonus to Hide checks, Listen, Move Silently, and Spot checks, as well as Darkvision 30-ft.

Zaydos
2013-10-17, 09:57 PM
Added mythic and alpha abilities, formatting (bolding, italics, alphabetization, etc) still needs to be done as does fluff (the boring part of homebrew*) but while I muster the will to do those things a couple of questions:

Any Wolf Power trees you'd like to see extended?
Any idea for Mythic Powers, I want to make more but my creative has dried up at the moment.
Is the Moonshadow tree too much?
Any comments in general?


Edit: Also any suggestions for an affliction tree, it's one of the most famous werewolf abilities and I didn't include it at all. Partially because it works better as an NPC ability than a PC one, partially because I'm not even sure it's beneficial in the form werewolves usually have it. Even so I want to give it to them for completionist's sake.

razorfloss
2013-10-21, 11:49 AM
Looks interesting sorry I can't judge balance but keep it up

Zaydos
2013-10-22, 11:46 PM
Added a tree of wolf powers for becoming part Hellhound (complete with an in-class ability to gain kind of sucky flight and good teleportation at 14th level), it doesn't have a mythic ability yet and I feel that it should just haven't thought up something mythic enough added a mythic ability but I'm kind of eyeing it, so am still open for suggestions for a replacement or alternative.

Also sorted wolf powers alphabetically within categories and bolded their names, hopefully that will make them easier to read.


Looks interesting sorry I can't judge balance but keep it up

While balance critiques are useful, the words of encouragement do help.

Melayl
2013-10-23, 03:57 PM
I like it. I tried making a werewolf base class before -- I'll try to look back and see what powers I might suggest. I think I had one set about increasing your Cha bonus for interacting with people... Animal Magnetism or some such?

I'll try to see what I can come up with.

Keep it up!

--------
Edit:: Blindsense, Dominate (similar to a vampire'e dominating gaze).

Also, do their natural weapons qualify for iterative attacks? If not, some option to allow that, or allow them to qualify for Rapidstrike would be nice.

Zaydos
2013-10-23, 05:15 PM
At the moment the only way to get iterative attacks is 20th level with your Mythic Power. I'm wary about giving them flat iterative attacks because comparing to say a barbarian your wolf powers already can get you the necessary enchantments (and keep your WBL for other things) or close substitutes (you don't get speed weapon but get self-target haste for 20 rounds each day which does grant an extra bite attack, you don't get holy but get +1d6 damage to evil and lawful creatures) and you get a lot of defensive benefits compared to a barbarian (better AC, possibly better DR, better saves, regen), and potentially some offensive ones as well (+5d6 flanking only sneak attack). At the moment you're roughly 30 points of damage behind a raging barbarian's full attack 3 extra claw attacks would invert this difference (assuming no PA). That said if they cost Wolf Powers you're be trading at least as much. They can also get a manufactured weapon and wield it in two hands while using a secondary bite attack, but I don't want that to be the melee build (I'm alright with that being the best melee option for those who don't invest class features into melee but I want the best goodies to need Natural Weapons).

They can get Blindsense (theoretically based on scent) as a beta power, they don't have a Dominate ability but I was already thinking about giving them a dhampyr wolf power tree so that could easily be on it (though I might go with Charm like Half-Vampire template) and possibly on some of the others. They do have the ability to Charm Spirits (elementals, incorporeal undead, and fey mostly) if they want to go that route.

Edit:Added Wolf Powers for extra claw attacks as Beta and Alpha to give you 2 iterative claw attacks (and the mythic bite one gives you a full suite of bite, so you could end up with 9 attacks a round but you'd be sacrificing a good amount of damage per hit compared to a barbarian), and added 2 iterative bites to your wolf form if you take Wolf Shape (at mythic this still gets high enough to one round some CR 20 enemies).

Legendxp
2013-10-23, 05:21 PM
Wouldn't this make more sense as a race rather than a class? It seems weird that you can learn how to become a werewolf. Maybe make this a monster with HD advancement? I guess I'm just having trouble wrapping my head around this.

Zaydos
2013-10-23, 05:52 PM
Wouldn't this make more sense as a race rather than a class? It seems weird that you can learn how to become a werewolf. Maybe make this a monster with HD advancement? I guess I'm just having trouble wrapping my head around this.

I made it as a class because it works better mechanically for something intended to be played by PCs. Unless HD advancement grants new abilities it is never worth the levels for a PC (even dragon hit dice aren't really worth it on their own), and the LA for having the abilities that a werewolf ought makes it unplayable at low levels and crippled at high levels, by allowing you to acquire these powers over the course of levels it lets you even it out so you don't have a point where you need LA. It also meant I could use a chassis which works mechanically without labeling them Magical Beasts which would just be wrong but is the closest mechanically for representing a werewolf well (and still has problems such as too few skill points to pick up all the skills they'd need thus necessitating the clunky use of racial bonuses or the even odder racial bonus skill ranks which would be required to keep their numbers in line with game math). This is the secondary reason.

A tertiary reason was to allow representation of the various versions of werewolf which did not result from birth or a disease (i.e. any non-D&D ones).

The main reason is I was bored, stuck on a road trip, and had already read 5 novels that week so I had time and the idea struck me so I made it.

Zaydos
2013-10-29, 08:48 PM
Twisted One

Some things touched by the Far Realm are not destroyed, but become part of it, an extension of its taint onto the realms of mundane reality. These beings are many and varied, including such creatures as the kaorti an some varieties of aberrations. Among these creatures are those which have obtained the power to manifest the "blessings" of the Far Realm in their form, becoming horrible warriors of its power. These twisted ones are able to manifest a battle form, where their body is twisted into a horror from beyond or before reality, gaining some of the rejuvenative powers of the horrors which have tainted their very being.

Others become Twisted Ones by choice learning to channel the power of the Far Realm, taking it into their own being and expressing it into the world around them by choice.

A Twisted One is a Werewolf ACF where upon you trade Low-Light Vision for Dark Vision 60-ft, Track for Aberration Heritage, +2 Wisdom for +2 Charisma, lose Scent, and access to certain Wolf Powers for access to a new list of additional "Far Realm" powers specific to Twisted Ones. Your DR becomes X/Lawful instead of X/Silver and your regeneration is penetrated by Lawful damage instead of silver. If you take the (Greater) Spellwarding Hide ability damage from Lawful spells cannot be resisted and replace mentions of Silver with Lawful.

Lost Wolf Powers: A Twisted One may not select any of the following wolf powers:
Omega Wolf Powers: Lose Bestial Trip, Effortless Tracker, Nessian Bred, Pack Fighter, Spirit Brother, Wolf Companion, and Wolf Shape

Beta Wolf Power: Camouflage, Forest Hunter

Alpha Wolf Power: Stormcaller's Howl, Summon Wolf Spirit.

New Powers
Omega Farspawn powers:
Otherworldly Nose: Gains scent out to double normal scent range. Can substitute for Effortless Tracker as a Wolf Power.

Alien Physiology (Ex): You gain a +4 bonus on saves versus Disease and Poison and gain a 20% chance of critical hit/sneak attack negation.

Born of Chaos (Ex): You gain acid, cold, fire and electricity resistance 5. If you would gain Regeneration due to werewolf levels you instead gain Fast Healing of the same amount. If you also have Natural Healer you regain your werewolf regeneration and Natural Healer's effect supercedes this one's.

Born of Four Dimensions (Su): You are in part a being of dimensions other than the normal three. This allows you to move strangely over short distances, even While in hybrid form you may ignore difficult terrain as part of a 5-ft step, and once per minute you may designate a single natural weapon attack as a touch attack.

Child of Primal Chaos (Ex/Su): You are kin to the beings of the Far Realm and of the old Abyss, born of the Chaos beyond reality. When dealing with any creature native to the Far Realm, aberrations, or Obyriths you gain a +2 to Diplomacy checks (this is extraordinary) and may speak with them regardless of what languages either of you possess if any (this is supernatural).

Form of Chaos (Su): You may assume a form composed of writhing tentacles and proto-matter in addition to your normal form and your hybrid form. When you enter your hybrid form you may activate this ability and become an effective quadruped losing access to any abilities which require your hands, and any gear you are carrying becomes part of your body unless it would remain if you used Wild Shape. You gain immunity to flanking, and 20% immunity to critical hits/sneak attack (or any class based resistance increases by 20%), an additional 2 points of DR, +2 to your Strength, +2 to your Dexterity, and +6 to your Constitution. While in this form you lose all natural weapons you possess and gain a number of tentacle attacks (which deal damage as your claws but bludgeoning instead of slashing/piercing) equal to the number of natural weapon attacks granted by this class plus 1 per 7 werewolf levels.
This tree is currently unfinished

Memories of Future's Past (Su): You gain the ability to draw knowledge from potential time lines. This functions as Bardic Knowledge but the information is drawn from what might be known to future generations. If information is certain to be lost during the period 1000 to 4000 years in your future it is unavailable to you, conversely information not yet known but which might be legend during that period is available to you (with a good roll), and you use your Charisma modifier in place of Wisdom for this ability.

Prescience of the Far Realm (Su): Once per day, plus once per day per 5 werewolf levels, you may, as a swift action, activate True Strike as a supernatural ability on yourself only.

Something not Quite Right (Su): You gain an aura of unease. Any creature adjacent to you suffers a -1 penalty to attack rolls, skill and ability checks, AC, and saving throws. This is a mind-affecting ability.

Tentacled Maw (Ex): You gain the Improved Grab ability with your bite attack, allowing you to grab creatures up to your size.

Undermining Blows (Su): At the end of your turn any creature struck by your natural weapons since the end of your last turn must make a Fort save (DC is Constitution based) or take 1 Constitution damage + 1 Constitution damage per 6 werewolf levels you possess.

Beta Farspawn Power:

Abyssal Resilience: You gain Immunity to Poison. You also gain Acid, Cold, Fire, and Electricity resistance 5 for every 8 werewolf levels you possess, or your existing resistances increase by that amount.
Prerequisites: Alien Physiology or Born of Chaos.

Mind of Chaos: You gain True Seeing for 1 round/class level each day; activating this ability is a standard action. In addition you gain Telepathy out to 60-ft.
Prerequisite: Born of Chaos, Form of Chaos or Resolve.

Something Rather Wrong: Your aura of unease improves. Any creature within 10-ft of you suffers a -2 penalty to attack rolls, skill and ability checks, AC, and saving throws. This is a mind-affecting ability and does not stack with Something not Quite Right.
Prerequisite: Something not Quite Right.

Farspawned Tendrils: When making a full-attack in hybrid form you may choose to forgo any weapon and claw attacks you may possess to make a series of 4 tentacle attacks each dealing damage as claws of a creature 1 size category smaller than you, as secondary natural weapons; this damage is bludgeoning instead of slashing & piercing.
Prerequisite: Alien Physiology, Born of Chaos, Form of Chaos, or Undermining Blows

Step Between: When you take a move you may teleport up to your speed if you have line of sight or line of effect instead of moving normally. When taking a double move action you may teleport up to 4 times your normal speed if you have line of sight and line of effect to the destination, and up to twice if you have only one. When you take a 5-ft step you may teleport the distance. You may not use this ability as part of a charge.
Prerequisite: Born of Four Dimensions.

Wings of the Star-kin: When in hybrid form you gain a fly speed equal to your land speed +10-ft with average maneuverability.
Prerequisite: Swift Runner or Alien Physiology.

Slip Between: Your body phases through matter, passing through it in the fourth dimension. When you use your 1/minute touch attack granted by Born of Four Dimensions it applies to all your natural weapon attacks that round not just one. In addition you may pass through walls and other boundaries with a DC 20 Escape Artist check (+5 per 5-ft of thickness beyond the first); this grants you a +10 bonus on Escape Artist checks to free yourself from bindings and on Escape Artist/grapple checks to escape or resist a grapple.
Prerequisites: Born of Four Dimensions.

Foreseeing of the Far Realm: You gain the ability to use Augury as a spell-like ability 3 times per day, and once per week you may contact an entity of the Far Realm. This functions as Contact Other Plane except you must make a Charisma check (instead of an Intelligence check) DC 15 and on a failure have your Wisdom and Charisma reduced to 8 for 1 week. If you succeed the chance of a right answer is 1-82, a lie is 83-95, and a random answer is 96-100. These entities will never respond with lack of knowledge, if they lack all knowledge about a question they will lie or answer randomly.
Prerequisite: Child of Primal Chaos, Memories of Future's Past, or Prescience of the Far Realm.

Spice Abomination: You may activate your Prescience of the Far Realm if you have it as a free action (instead of a swift action) and gain a +2 insight bonus on Attack, Damage, AC, and Reflex saves as long as your are able to move.
Prerequisites: Memories of Future's Past or Prescience of the Far Realm.

Mind Blast: 1/day +1/day per 5 "werewolf" levels you possess you may release a powerful mental blast. This is a 20-ft cone in which any creature must make a Will save (Charisma based DC) or be stunned for 2d4 rounds; a creature which successfully saves is immune to this ability for 5 minutes. You gain 3 psionic power points when you take this "wolf" power.
Prerequisites: Tentacled Maw.

Rend Order: You gain the ability to turn or destroy various "creatures of Order" as a cleric of your "werewolf" level turns and destroys undead. "Creatures of Order" include: Any creature with the Lawful subtype, rilmani, yugoloths, incarnations, and any creature capable of casting Divine spells or possessing divine ranks not derived from the Far Realm or an Obyrith (an Obyrith with divine ranks is not affected). You may use this ability 3 + your Charisma modifier times per day.
Prerequisites: Child of the Primal Chaos.

Rage of Chaos Restrained: You gain the ability to smite "creatures of Order" as a paladin smites evil once per day plus once per day per 3 "werewolf" levels you possess. At the end of your turn any creature smote this way since the end of your last turn must make a Fortitude save (Charisma based) or be sickened until the end of your next turn.
Prerequisites: Child of Primal Chaos.

Alien Resilience: You may ignore subdual damage completely for 1 round/2 "werewolf" levels each day. During this time you are also immune to any effects which would sicken you, nauseate you, or inflict an effect due to intense pain. Activating this ability for a round is a free action which can only be performed during your turn or as a previous activation ends.
Prerequisite: Alien Physiology.

Extend Limbs: You gain +5-ft reach with your natural weapons.
Prerequisite: Alieon Physiology, Born of Four Dimensions, Farspawned Tendrils, or Form of Chaos.

Grasping Tentacles: You may use your bite's improved grab on creatures larger than you as long as you can reach their head (you may be assumed to be able to reach the head of a creature 1 size category larger due to your mouth tentacles). In addition you gain a +4 to grapple checks made using your bite.
Prerequisites: Tentacled Maw.

Alpha Far Realm power:

Amorphous Form: You gain the amorphous trait, granting you immunity to flanking and critical hits/sneak attack.
Prerequisites: Alien Physiology and one of Abyssal Resilience, Alien Resilience, or Change Skin.

Extract: If you successfully pin a creature with your bite attack at the beginning of your next turn you may eat their brain as a free action. If you do so you gain access to their skill ranks, base Will save, Base Attack Bonus, base Intelligence score, and any Bardic Knowledge or Lore ability they possess which are superior to yours for 1 minute. During this time you may also (as a free action) ask 3 questions as if using Speak with Dead. Finally you gain Improved Grapple as a bonus feat.
Prerequisite: Tentacled Maw++.

Soul Blast: Your Mind Blast has is a 40-ft cone and any creature which fails its save is stunned for 3d4 rounds. Even on a successful save they suffer 1d4 Charisma damage. A successful save no longer grants temporary protection against this effect.
Prerequisite: Mind Blast.

Command the Orderless: You gain the ability to use Charm Monster as a spell-like ability at-will except that it only affects obyriths, aberrations, and creatures native to the Far Realm. This ability ignores an obyrith's natural immunity to mind-affecting effects, and these creatures suffer a -2 penalty on their will save. You may only have one use of this ability active at a time, and activating it while a creature is under its effect ends the effect on the previous creature.
Prerequisites: Child of Primal Order++.

Time Out of Joint: Once per day you may reverse time for you for 1 round. Activating this ability is a free action, usable only at the beginning of your turn, and resets everything about you to the beginning of your last turn (durations are turned back, damage taken or healed is undone, spells or abilities used on you are negated, expended abilities are unexpended, etc). The only effects not reversed is position and effects inherent in it (if you are grappled, if you are in a solid fog, if you are prone, etc).
Prerequisites: Memories of Future Past++

Strike the Future: 3 times per day you may attack a creature's position in the time stream damaging its very existence. Activating this ability is a free action and when you do your next melee attack deals no damage this round. Instead at the end of your next turn the target takes double the normal damage and it is considered vile damage. In addition they must make a Charisma check as their place in the time line is damaged (DC 15 + your Charisma modifier), if they fail they suffer a -2 penalty to attacks, ability and skill checks, AC, and saves for 1 hour. You may not use Strike the Future on the same creature more than once per day.
Prerequisites: Memories of Future Past++ or Prescience of the Far Realm++.

Dread Foreknowledge: As a standard action you may make a single natural weapon attack with a True Strike effect; you may use this ability at will. In addition you gain a foreknowledge of personal tragedy; you cannot be surprised.
Prerequisites: Prescience of the Far Realm++

Stare Unblinking: You gain immunity to Mind-Affecting effects.
Prerequisites: Mind of Chaos.

Eye of the Obyrith: You gain a continual True Seeing effect.
Prerequisites: Mind of Chaos.

Soul of Primal Madness: You gain a Form of Madness as an Obyrith (DC is Charisma based), and chooses one madness from the list below. All these abilities have a range of 30-ft and last until cured by a heal, greater restoration, wish, or miracle spell. You gain immunity to the Form of Madness abilities of Obyriths and other Twisted Ones.


Madness of Self-Perfection: The creature becomes obsessed with the perfection of its own form, and its own inherent superiority to other creatures. The creature becomes lax in self-defense suffering a -4 to AC and -2 to saving throws. It is also harder for the creature to interact with others, suffering a -4 to Charisma based checks to interact with others (diplomacy, bluff, etc).

Madness of Wisdom's Folly: The creature is struck by the sheer expansiveness of the Chaos that you are but a shard of, suffering a -6 penalty to Intelligence, Wisdom and Charisma until cured (this may not lower a creature's ability to less than 1).

Madness of Unseen Swarms: The creature feels itself covered in unseen insects which bite and tear at their form. Any creature suffering this effect suffers a -2 penalty to skill checks and must succeed at a Concentration check to perform any action which requires concentration (such as casting a spell, using a psionic power, or using a spell-like ability) must make a concentration check, the base DC is 10 + your "werewolf" levels + the level of the ability if any.

Madness of Lost Pasts: The creature loses a portion of their personal memories, forgetting what made them who they once were. They suffer from random losses of details of their personal memories and suffer 1d4 negative levels. These negative levels are not the result of negative energy and effects which protect against negative levels have no effect on them and can only be cured by healing this madness and never become permanent level loss despite their duration.

Madness of Uncovered Futures: The creature's mind is flooded with potential futures each possible but unformed. The creature loses their Dexterity bonus to AC, any bonus to AC derived from other mental ability scores, and any insight bonuses they would possess. In addition the target cannot benefit from the Foresight spell.

Madness of Heavy Weightlessness: The creature is filled with a madness which causes them to be disoriented by flight. Any creature suffering from this madness is nauseated whenever it is flying whether due to being carried aloft or its own power or a spell.

Zaydos
2013-10-29, 08:49 PM
Added a far realm adaptation (just above this). Powers are still WiP but due to RL business I'm not sure I'll be able to finish them before next week but wanted to go ahead and post what I had (Omega Powers) and ask if anyone thought a weak obyrith "animal" companion was a possibility instead of Wolf Companion.

Zaydos
2015-04-05, 09:39 PM
Added

8 new feats.
Several new wolf powers including a Dhampyr set for werewolves with vampiric taint/powers (because werewolves were mythologically linked to vampires, including sometimes the latter being the result of the death of the former).

Edit: And I realized I never finished Far Realm adaptation... I will do so when I have the motivation. If I don't forget.

I have other things on my list to fix/work on. Like contest entries.

dboxcar
2016-12-07, 07:56 PM
First of all, I love the look of this class!

One nitpick: compared to gaining spider climb or +3 on Hide and Move Silently, it seems like a ranger-level animal companion might be a bit strong for an Omega ability. It seems like it's more on par with Beta, or even Alpha or Mythic if you made it like a druid's or better