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Werewolf Lord
Though Werewolves are usually known as feral beasts that do little more than ravage the world, eating and destroying villages and towns, there is actually much more to them than that. Some Werewolves even have such a great spark of intelligence and charisma that they become great leaders of their clans of wolves, or sometimes just great leaders of their traveling companions.

Alignment: Any

Hit Die: d10

Requirements

To qualify to become a Werewolf Lord, a character must fulfill all the following criteria.

Race: Werewolf

Base Attack Bonus: +8

Feats: Toughness, Improved Toughness, Moonshine, Bestial Body

Class Skills

The Werewolf Lord's class skills (and the key ability for each skill) are Perception (Wis), Intimidate (Cha), Climb (Str), Bluff (Cha), Martial Knowledge Close/Monk (Int), Martial Knowledge Natural (Int), Martial Knowledge Blades (Heavy) (Int), Martial Knowledge Axes (Int)

Skill Ranks at Each Level: 4 + Int modifier.


Table: Werewolf Lord

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Techniques readied

1st

+1

+1

+1

+0

Lunar Oath

2nd

+2

+1

+1

+1

Bestial Rage

+1 level of existing class

3rd

+3

+2

+2

+1

Improved Fang

+1 level of existing class

4th

+4

+2

+2

+1

Movement increase +10

+1 level of existing class

5th

+5

+3

+3

+2

Grand Resilience

6th

+6

+3

+3

+2

Greater Fang

+1 level of existing class

7th

+7

+4

+4

+2

Movement Increase +20

+1 level of existing class

8th

+8

+4

+4

+3

Greater Bestial Rage

+1 level of existing class

9th

+9

+5

+5

+3

Grand Resilience

10th

+10

+5

+5

+3

Lunar Emancipation

+1 level of existing class


Class Features All of the following are class features of the Werewolf Lord prestige class. Weapon and Armor Proficiency: An Werewolf Lord is proficient with Close/Monk, Blades (Light), Blades (Heavy), Axes, light armor, medium armor, and shields.

Techniques per Day: At the indicated levels, a Werewolf Lord gains new Techniques per day as if he had also gained a level in a class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained. If a character had more than one class before becoming an Werewolf Lord, he must decide to which class he adds the new level for purposes of determining techniques.

Lunar Oath (Sp): At 1st level, a Werewolf Lord begins to channel the strength of the moon and places their faith on an unbreakable oath that grants them immense power.

This bond allows the Werewolf Lord to enhance his natural weapons as a standard action by calling upon the power of the moon for 1 minute per Werewolf lord level. When called, the energy causes the werewolf’s body to shine like a torch. At 1st level, this spirit grants the weapon a +1 enhancement bonus to all of it’s natural attacks. For every 2 levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 9th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses and can even surpass the previous maximum of +5, or they can be used to add any of the following weapon properties: Bane, Keen, Mighty Cleaving, Spell Storing, Vicious, Wounding, Furious, Cunning, Menacing, Psycho, Moon, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If your natural attack is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the Moon are determined when the power is called and cannot be changed until the power is called again. These bonuses apply to only natural attacks. A Werewolf lord can use this ability once per day at 1st level level, and one additional time per day for every three levels beyond 1st, to a total of four times per day at 10th level.

If the Werewolf ever willingly breaks his oath, he will take a penalty on attack and damage rolls equal to the bonus he should be receiving. The only way for the Werewolf to regain this strength is to retake the oath and receive an atonement spell from a caster of at least the same level as he is. If the Oath cannot be retaken or is impossible to re-forge, the Werewolf retains this penalty indefinitely unless the GM states otherwise. If the Werewolf’s oath is broken by force, they simply lose this ability until they either uphold their oath once more, or if impossible, they must receive an atonement spell.

Bestial Rage (Su): At 2nd level you can access the strength and fury of your ancestors, you fly into a battle frenzy that increases your physical capabilities, yet hinders your mind. Activating this rage is an instant action. You can Bestial Rage a number of rounds per day equal to ½ of your werewolf lord level + your new constitution modifier. While raging you gain a +4 bonus to Strength, Dexterity, and Constitution as well as a +2 bonus to your natural armor. However you take a -2 penalty to Intelligence, Wisdom, and Charisma and you lose the ability to take any action that requires intelligence except for using a martial knowledge technique of the Close/Monk, or Natural weapon category.

Improved Fang: At 3rd level, your natural attacks become more potent. You gain the Improved Natural attack and channeled spirit feats as bonus feats.

Movement Increase: At level 4 and level 7 you gain a bonus to your base movement speed.

Grand Resilience: At 5th level you tap into the great healing and defensive properties of a true werewolf. You gain Regeneration 2 overcome by Silver, as well as Damage Reduction 5 overcome by silver. At 9th level this increases to Regeneration 4 and Damage reduction 10 overcome by silver. These stack with any other Regeneration or Damage reduction you possess. If you already possessed Fast healing, you add your fast healing amount to your Regeneration. if you possessed Damage reduction of another kind, you add it to your damage reduction overcome by Silver.

Improved Maneuvering: At 6th level you allow the light of the moon to guide you in battle. While using your Lunar oath, you gain a bonus to your CMB attacks and CMD defense equal to your enhancement modifier.

Greater Bestial Rage (Su): At 8th level, your rage bonus to physical scores increases to +6, your armor bonus increases to +2, your penalty however, stays the same.

Lunar Emancipation (Su): In their final stage, a werewolf can call upon the power of the moon and access their full bestial powers, becoming an avatar of destruction in a half wolf/half demon hybrid. Activating this is a full round action. The Werewolf becomes Large Sized, taking a -1 penalty to armor class. In addition the Werewolf gains a movement speed increase of +20 feet. The Werewolf lord gains a +6 Size Bonus to Strength, Dexterity, and Constitution. The Werewolf lord’s damage increases with his new change in size. He also gains Damage Reduction 5/ Silver, that stacks with any previous DR as well as a +3 bonus to natural armor. The Werewolf lord retains it's natural armor on touch attacks so long as the attack isn't from silver (Such as a silver bullet). Only while in this form, the Werewolf gains the Rend special ability. The werewolf also has the capability to spread Lycanthropy if it chooses through it's natural attacks. The save DC to contract it is 10+the Werewolf Lord's levels in this class+Werewolf lord's Strength modifier. Finally, once per transformation, the Werewolf lord can effect himself with a Breath of Life spell using his overall character level as it's caster level as an instant action. This transformation lasts a number of rounds equal to ½ of your Werewolf Lord level.

Rend (Ex): Whenever the Werewolf Lord makes two successful claw attacks against the same target in 1 round, its claws latch onto the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack (Or fist weapon) plus 1-1/2 times the Werewolf Lord’s Strength modifier.

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