Wolfshead

A Wolfswhat? Caput lupinum and caput gerat lupinum are Latin terms used in the English legal system. They literally translate as “wolf’s head” or “wolfish head”, and refer to a person considered to be an outlaw, as in, e.g., the phrase caput gerat lupinum (“may he wear a wolfish head” / “may his be a wolf’s head”). It’s a perfect term for many wolfsheads, who see themselves as following the immutable laws of nature, rather than the too-often-capricious rules of civilization.

Some wolfsheads consider themselves bound only to the law of the wild, living outside the scope of society’s legal system, while others just look to the realms of beasts to see how to survive when written regulations fail.

Wolfsheads are masters of the mix of stealth, cunning, and ferocity common among natural predators, from big cats to falcons to sharks and, of course, wolves. A wolfshead can be equally at home in the savage wilderness and the densest urban settlement, comfortable using her instincts and ease in dangerous situations to make her way through nearly any situation.

Role: The wolfshead is an excellent scout, ranged combatant, and hit-and-run skirmisher.

Wolfsheads are best when able to cull outlier foes from a group, or move in quickly among a group to strike at vulnerable targets. While often lightly armored, a wolfshead can depend on her bedlam to increase her AC when in the thick of the fighting, or to overcome the armor check penalties of thicker medium armor to gain better protection.

Alignment: Any.

Hit Die: d10.

Parent Classes: Barbarian and rogue.

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The wolfshead’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

Table: The Wolfshead
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +0 +2 +0 Bedlam, fast movement, finesse fighting
2 +2 +0 +3 +0 Evasion
3 +3 +1 +3 +1 Stalk, trap sense +1
4 +4 +1 +4 +1 Sneak attack +1d6, wolfshead talent
5 +5 +1 +4 +1 Uncanny dodge
6 +6/+1 +2 +5 +2 Armored speed, trap sense +2
7 +7/+2 +2 +5 +2 Sneak attack +2d6
8 +8/+3 +2 +6 +2 Wolfshead talent
9 +9/+4 +3 +6 +3 Swift bedlam, trap sense +3
10 +10/+5 +3 +7 +3 Sneak attack +3d6
11 +11/+6/+1 +3 +7 +3 Advanced wolfshead talent, greater bedlam
12 +12/+7/+2 +4 +8 +4 Sneak attack +4d6, trap sense +4
13 +13/+8/+3 +4 +8 +4 Wolfshead talent
14 +14/+9/+4 +4 +9 +4 Hide in plain sight
15 +15/+10/+5 +5 +9 +5 Sneak attack +5d6, trap sense +5
16 +16/+11/+6/+1 +5 +10 +5 Wolfshead talent
17 +17/+12/+7/+2 +5 +10 +5 Sneak attack +6d6
18 +18/+13/+8/+3 +6 +11 +6 Trap sense + 6, wolfshead talent
19 +19/+14/+9/+4 +6 +11 +6 Avoidance
20 +20/+15/+10/+5 +6 +12 +6 Sneak attack +7d6

Class Features

The following are class features of the wolfshead.

Weapon and Armor Proficiency

Wolfsheads are proficient with all simple and martial weapons, light armor, and shields (except tower shields).

Bedlam (Ex)

A wolfshead can call upon inner reserves of passion and ferocity, granting her additional combat prowess. Starting at 1st level, a wolfshead can bedlam for a number of rounds per day equal to 4 + her Charisma modifier. At each level after 1st, she can bedlam for 2 additional rounds. Temporary increases to Charisma, such as those gained from spells such as eagle’s splendor, do not increase the total number of rounds that a wolfshead can bedlam per day. A wolfshead can enter bedlam as part of any standard, move, full or swift action or reaction. The total number of rounds of bedlam per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in bedlam, a wolfshead gains a +2 morale bonus to her Strength and Dexterity skill and ability checks, a +2 morale bonus to AC, and a +2 morale bonus on Will saves. She also ignores armor check penalties from light or medium armor. In addition, she gains a number of temporary hit points equal to double her wolfshead level, though she can only gain these once per ten minutes. While in bedlam, a wolfshead cannot use spells or spell-like abilities, or take 10 or take 20 on skill or ability checks (even if she has an ability that would normally allow her to do so), unless she has an ability that specifies it functions while she is in bedlam.

Additionally, while in bedlam a wolfshead can apply sneak attack dice gained from the wolfshead class features to damage dealt to targets, even if those targets are not flanked or denied their Dexterity. This damage otherwise follows all the rules for sneak attack precision damage.

A wolfshead can end her bedlam as a free action and is then unfocused, still unable to take 10 or take 20, for a number of rounds equal to double the number of rounds spent in the bedlam. A wolfshead cannot enter a new bedlam while unfocused. If a wolfshead falls unconscious or is dazed or stunned, her bedlam immediately ends. A wolfshead with access to rage from another source cannot be in bedlam and rage at the same time, and cannot enter bedlam if prevented from entering rage, or enter rage when prevented from entering bedlam.

Fast Movement (Ex)

A wolfshead’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying no more than a medium load. Apply this bonus before modifying the wolfshead’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the wolfshead’s land speed.

Finesse Fighting (Ex)

At 1st level, a wolfshead selects one melee or ranged weapon with which she is proficient. Once this choice is made, it cannot be changed. She can add her Dexterity modifier to the attack and damage rolls for that weapon, in place of any other ability score that would normally be added. If it is a ranged weapon attack (other than alchemical weapons), she can add her Dexterity modifier to damage even if using a weapon that does not normally allow Strength to be added. If any effect would prevent the wolfshead from adding the normal ability modifier to the damage roll, she does not add her Dexterity modifier.

A multiclass wolfshead using this ability gets her full base attack bonus from wolfshead for these attacks, but only half the base attack bonus gained from other classes unless those classes also have abilities that would allow her to add her Dexterity to attack and damage rolls (as the unchained rogue or swashbuckler might).

The wolfshead gain an additional weapon choice at 4th level, and every 4 levels thereafter.

Stalk (Ex)

Beginning at 2nd level, as a full action a wolfshead can move up to double her movement (using any movement type she has access to) while making Stealth checks, even if she lacks any cover or concealment. She does not take the -5 penalty to her Stealth check for moving more than half her speed. Any creature that has already spotted the wolfshead gains a +10 bonus to Perception checks to notice her while she stalks, but this bonus ends if the wolfshead gains cover or concealment at any point in her movement.

Trap Sense (Ex)

At 3rd level, a wolfshead gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the wolfshead reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

Sneak Attack

If a wolfshead can catch an opponent when she is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The wolfshead’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), when the wolfshead flanks her target, or (to a limited degree) when she is in bedlam. This extra damage is 1d6 at 4th level, and increases by +1d6 at 7th, 10th, 12th, 15th, 1th, and 20th level. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a wolfshead can make a sneak attack that deals nonlethal damage instead of lethal damage.

She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The wolfshead must be able to see the target well enough to pick the Wolfshead out a vital spot and must be able to reach such a spot. A wolfshead cannot sneak attack while striking a creature with total concealment.

Wolfshead Talents

As a wolfshead gains experience, she learns a number of talents that expand her options and showcase her expertise. Starting at 4th level, a wolfshead gains one wolfshead talent. She gains additional talents at 8th, 11th, 13th, 16th, and 18th level. A wolfshead cannot select an individual talent more than once unless it specifically states otherwise. Wolfshead sneak attack talents are marked with an asterisk, and only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

Ambuscade (Ex)

When you attack a creature that could not perceive you just prior to the attack (such as from using the stalk class feature), your attack deals +1d6 damage and, if it is a critical threat, you gain a +4 bonus to the confirmation roll for the threat.

Beast Soul (Sp)

The wolfshead can cast spells from the following list three times per day: animal messenger, charm animal, speak with animals. The wolfshead uses her class level as her caster level, and any save DC for these spells is calculated as 10 + ½ class level + the wolfshead’s Charisma bonus.

Bewildering Injury (Ex)*

The first time each round the wolfshead deals sneak attack damage to a foe while in bedlam, she can also bewilder the foe for 1 round. The target takes a –2 penalty to AC and an additional –2 penalty to AC against all attacks made by the wolfshead. At 10th level and 16th level, the penalty to AC against attacks made by the wolfshead increases by –2 (to a total maximum of –8). Any form of healing applied to the target removes this penalty.

Cling (Ex)

The wolfshead can attempt to cling to creatures and be carried along by them. This is a grapple maneuver she can attempt against creatures of any size, as long as they are capable of bearing her weight. This check ignores the target’s size bonuses to CMB for creatures larger than she. If the grapple succeeds, neither the wolfshead nor her target is considered grappled, but instead, she remains adjacent to the creature as it moves. This otherwise functions as (and has the same prerequisites of and ends under the same circumstances as) a grapple maneuver.

Combat Expertise

The wolfshead gains Combat Expertise as a bonus feat, even if she doesn’t meet the prerequisites. If she already has Combat Expertise, she instead gains another feat she qualified for at the level when he chose Combat Expertise. If the wolfshead’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Disorienting Injury (Ex)*

The first time each round the wolfshead deals sneak attack damage to a foe while in bedlam, she can also disorient the foe for 1 round. The target takes a –2 penalty on attack rolls.

In addition, the target takes an additional –2 penalty on all attack rolls it makes against the wolfshead. At 10th level and 16th level, the penalty on attack rolls made against the wolfshead increases by –2 (to a total maximum of –8). Any form of healing applied to the target removes this penalty.

Fantastic Stride (Ex)

The wolfshead gains Spring Attack as a bonus feat, ignoring its prerequisites.

At 10th level and every 4 levels thereafter, the wolfshead can designate one additional creature when he uses Spring Attack. The wolfshead’s movement this round does not provoke attacks of opportunity from any of these secondary creatures.

Favored Maneuver (Ex)

The wolfshead selects one type of combat maneuver to be a favored maneuver.

She gains the Improved feat corresponding to that combat maneuver (if one exists). She gains a +2 circumstance bonus on combat maneuver checks with that combat maneuver against a foe that is unaware of the wolfshead’s presence at the start of her combat maneuver. A wolfshead can select this talent more than once. Each time, it applies to a different combat maneuver.

Hampering Injury (Ex)*

The first time each round the wolfshead deals sneak attack damage to a foe while in bedlam, she can also disorient the foe for 1 round. All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step. Any form of healing applied to the target removes this penalty.

Hidden Magic (Ex)

The auras of magic items the wolfshead is carrying are hidden (as per magic aura). The wolfshead can suppress or reactivate this effect as a standard action. At 11th level, the wolfshead and any magic items she is carrying appear to be non-magical (as if she had cast greater magic aura).

Improved Uncanny Dodge (Ex)

As the rogue class feature. A wolfshead must be 8th level to select this talent.

Leaping Mastery (Ex)

The wolfshead gains a +4 bonus to Acrobatics checks made to jump, is always treated as having a running start when jumping, and his high jumps are treated as long jumps when determining the DC. When the wolfshead jumps, she does not fall until the end of her turn, allowing her to attack or perform other actions in midair. Additionally, as long as there is a wall or another surface within arm’s reach, the wolfshead never takes falling damage. Even if no surface is available, she takes only half damage from falling and lands on her feet.

Mockery (Ex)

The wolfshead gains Antagonize as a bonus feat. She can target a creature with the Intimidate version of Antagonize twice each day, rather than just once. At 12th level, the effects of the Intimidate version of Antagonize last a number of rounds equal to the wolfshead’s Charisma modifier (minimum 1).

Opportunity Sneak (Ex)

The first time each round the wolfshead deals damage with a successful attack of opportunity that does not qualify for sneak attack damage, the wolfshead may add half her sneak attack dice gained from the wolfshead class (minimum 1d6).

Owl’s Sight (Ex)

The wolfshead gains low-light vision. If she already has low-light vision, she instead gains a +4 competence bonus on Perception checks in dim light. The wolfshead also gains a +2 competence bonus on Sleight of Hand and Stealth checks in dim light and darkness.

Rage Power

The wolfshead gains a rage power, using her wolfshead level as her barbarian level for all rage-power-related purposes. She must meet the power’s prerequisites. Rather than working during rage, these abilities work while the wolfshead is in bedlam. Rage powers calculations based on a barbarian’s Constitution score are instead based on the wolfshead’s Charisma score. A wolfshead can take the rage power option more than once, but cannot select the same rage power more than once unless the power specifically allows it.

Animal Fury, Auspicious Mark, Autumn Rage, Battle Roar, Bestial Climber, Bestial leaper, Bestial Swimmer, Bleeding Blow, Boasting Taunt, Brawler, Brawer, Greater, Clear Mind, Crippling Blow, Deadly Accuracy, Disruptive, Elemental Rage, Elemental Rage, Lesser, Energy Resistance, Energy Resistance, Greater, Ghost Rager, Good For What Ails You, Ground Breaker, Guarded Life, Guarded Life, Greater, Guarded Stance, Hurling Charge, Internal Fortitude, Intimidating Glare, Knockback, Linnorm Death Curse, Cairn, Linnorm Death Curse, Crag, Linnorm Death Curse, Fjord, Linnorm Death Curse, Ice, Linnorm Death Curse, Taiga, Linnorm Death Curse, Tam, Linnorm Death Curse, Tor, Liquid Courage, Lizard Stride, Low-Light Vision, Night Vision, No Escape, Powerful Blow, Primal Scent, Quick Reflexes, Raging Climber, Raging Flier, Raging leaper, Raging Swimmer, Reckless Abandon, Reflexive Dodge, Regenerative Vigor, Renewed Life, Renewed Vigor, Renewed Vitality, Roaring Drunk, Rolling Dodge, Scent, Sharpened Accuracy, Smasher, Spell Sunder, Spring Rage, Sprint, Staggering Drunk, Strength Surge, Summer Rage, Sunder Enchantment, Superstition, Surprise Accuracy, Swift foot, Terrifying Howl, Unexpected Strike, Winter Rage, Witch Hunter

Rogue Talent

The wolfshead gains a rogue talent, using her wolfshead level as her rogue level for all talent-related purposes. She must meet the power’s prerequisites. Rogue talents that add effects to a rogue’s sneak attack apply to the wolfshead’s sneak attacks, and count as wolfshead sneak attack talents. The wolfshead can select from the rogue the Wolfshead talents listed below. A wolfshead can take the rogue talent option more than once, but cannot select the same rogue talent more than once unless the talent specifically allows it.

Assault Leader, Befuddling Strike, Bleeding Attack, Camouflage, Canny Observer, Careful Stab (AG), Charmer, Combat Trick, Deft Palm, Distracting Attack, Expert Leaper, Fast Fingers, Fast Getaway, Fast Picks, Fast Stealth, Finesse Rogue, Follow Along (UI), Follow Clues, Guileful Polyglot, Hard to Fool, Honeyed Words, Iron Guts, Ledge Walker, Ninja Trick, Offensive Defense, Peerless Maneuver, Positioning Attack, Quick Disable, Quick Disguise, Quick Trapsmith, Rogue Crawl, Rope Master, Shades of Gray (UI), Slow Reaction, Snap Shot, Sniper’s Eye, Stand Up, Strong Impression, Strong Stroke, Terrain Mastery, Trap Spotter, Underhanded , Wall Scramble, Weapon Training.

Set Up And Strike (Ex)

When in bedlam, if you are wielding two melee weapons but only attack with one of them, the first time in the round you deal damage with the weapon you may roll the damage twice and take the better of the two results.

Sure-Footed (Ex)

The wolfshead can move at full speed while using the Stealth and Acrobatics skills without penalty. At 8th level, she can move at full speed across difficult terrain.

Trapfinding (Ex)

As the rogue class feature.

Voice of the Wild (Ex)

The wolfshead can mimic almost any sort of voice, or even animal calls and sound effects, and she can throw his voice at a distance. This allows the wolfshead to do anything possible with the combination of the ghost sound, ventriloquism, and vocal alteration spells, though it is a non-magical effect.

Uncanny Dodge (Ex)

Starting at 5th level, a wolfshead can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A wolfshead with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a wolfshead already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Armored Speed (Ex)

At 6th level, a wolfshead takes no armor check penalty from light armor or shields (except tower shields). Additionally, if wearing medium armor with which she is proficient, the wolfshead does not reduce her speed as a result of the armor’s speed penalty.

Swift Bedlam (Ex)

At 8th level, a wolfshead can choose to enter bedlam as part of rolling for initiative. If the wolfshead chooses to do this, she may add the bedlam’s morale bonus to Dexterity ability and skill checks to her initiative check.

Additionally, if the wolfshead has a rogue talent that can be used once per day (taken as a wolfshead talent), while in bedlam she can use the power by expending 5 rounds of bedlam without it counting against her total uses per day.

Advanced Wolfshead Talents

Beginning at 11th level, when a wolfshead gains a wolfshead talent, she may instead choose one of the following advanced wolfshead talents.

Advanced Rogue Talents: The wolfshead can select one of the advanced rogue talents listed below, using all the same rules as the rogue talent option for wolfshead talents.

Another Day, Confounding Blades*, Crippling Strike*, Deadly Sneak*, Defensive Roll, Fast Tumble, Feat, Frugal Trapsmith, Hard Minded, Hidden Mind (UI), Improved Evasion, Master of Disguise, Master Tricks, Opportunist, Redirect Attack, Skill Mastery, Slippery Mind, Stalker Talent (UI), Stealthy Sniper, Weapon Snatcher.

Animal Focus (Su)

Each time the wolfshead enters bedlam, she may also select an animal focus, from the hunter class feature. While in bedlam, the wolfshead gains the benefit of that animal focus, using half her wolfshead level as her hunter level.

Aquatic Action (Ex)

The wolfshead uses weapons, natural weapons, and unarmed strikes in aquatic environments as though under the effect of freedom of movement, including when making melee attacks against targets in the water while the wolfshead is on land.

The wolfshead ignores limitations and penalties on ranged attacks, including thrown weapons, imposed by being underwater for the first 15 feet. (See Underwater Combat in the Pathfinder RPG Core Rulebook for more information.)

Improved Set Up And Strike (Ex)

When in bedlam, if you are wielding two melee weapons, the first time each round you make a successful attack of opportunity and deal damage with one of the weapons, you may roll the damage twice and take the better of the two results.

Rage Powers

The following rage powers are added to the list that may be selected with the rage power wolfshead talent.

Eater of Magic, Element Rage, Greater, Energy Absorption, Energy Eruption, Fearless Rage, Flesh Wound, Lethal Accuracy, Mighty Swing, Raging Whirlwind, Spellbreaker.

Skill Specialization (Ex)

The wolfshead chooses four skills when she gains this talent. She can take 10 on checks with his chosen skills even when distracted, threatened, or in bedlam. If she takes 10 on checks with these skills while not distracted, threatened, or in bedlam, she gains a bonus on the check equal to one-quarter of her wolfshead level.

Greater Bedlam (Ex)

At 11th level when the wolfshead enters bedlam the morale bonus to her Will saves, AC, and Strength and Dexterity ability and skill checks increases to +3.

Hide in Plain Sight (Su)

At 14th level, a wolfshead can use the Stealth skill even while being observed.

Avoidance (Ex)

At 19th level the wolfshead can duck or roll from nearly any source of damage, reducing all hit point damage taken from any source by 5 points.

Avoidance applies only once to any given attack, even if that attack has multiple types of damage (such as a flaming sword dealing both fire and slashing damage). The wolfshead cannot use avoidance any time she loses her Dexterity bonus to AC.

Dire (Ex)

At 20th level, the wolfshead is a dire threat, able to perform at a level well above typical mortals.

At the beginning of each round, the wolfshead can select one of the following benefits, which lasts until the beginning of the wolfshead’s next round.

  • All of the wolfshead’s critical threats automatically confirm.
  • Whenever the wolfshead makes a Dexterityor Charisma-based ability check or skill check, she rolls 2d20 and takes the best result.
  • None of the wolfshead’s movement provokes attacks of opportunity.
  • None of the wolfshead’s ranged attacks provoke attacks of opportunity.

Wolfshead Archetypes and Alternate Classes

The wolfshead is flexible enough that it doesn’t require a large number of archetypes to fill a range of concepts and roles. That said, there are just a few specific tropes a wolfshead is close to, but can’t effectively fill without a few tweaks to their design.

Scrapper

Some wolfsheads focus on fighting close and dirty, using easily concealed weapons or even their bare hands to tear their opponents limb from limb.

These close-fighters also learn a great deal about various combat maneuvers, using them to cripple or crush their foes. A scrapper has the following class features.

Close Finesse (Ex)

A scrapper focuses on small, fast weapons she can easily conceal and use in tight quarters. When choosing weapons for her finesse fighting ability, she can only select from the blade boot, brass knuckle, cestus, dagger, dueling dagger, gauntlet, hanbo, iron brush, jutte, kerambit, kukri, kunai, lungchuan tamo, punching daggers, sap, sea knife, shang gou, sickle, spiked gauntlet, starknife, switchblade knife, swordbreaker dagger, tonfa, war razor, or unarmed strike. This ability is identical in all other ways to finesse fighting, and supplements that ability.

Close Attack (Ex)

A scrapper focuses her ability to deal sneak attack damage with her finesse fighting weapons at the expense of sneak attacks with other weapons.

When she makes a sneak attack with a weapon she has selected for the finesse fighting ability, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability.

Hidden Blade (Ex)

At 3rd level a scrapper adds 1/2 her level on Sleight of Hand checks made to conceal light weapons. She may also draw a light weapon (even a concealed one) as a free action on her turn. This ability replaces stalk, which is delayed to 14th level, At 14th level, the wolfshead does not receive hide in plain sight.

Parry Sense (Ex)

At 4th level, a scrapper is so skilled in close combat that she gains a +1 dodge bonus to AC against melee attacks when she is wielding a weapon she has selected for finesse fighting and is wearing no armor or light armor (shields are allowed).

This bonus increases by +1 for every three levels, to a maximum of +6 at 19th level. This ability replaces the wolfshead talent gained at 4th level.

Savage Grapple (Ex)

At 5th level, the scrapper takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. She can make an attack of opportunity against creatures trying to grapple her even if they possess the Improved Grapple feat or the grab special attack. If she hits with this attack of opportunity, she gains a +2 circumstance bonus to her CMD against the grapple attempt. She cannot make these attacks of opportunity once a grapple has succeeded. This ability replaces uncanny dodge, and the scrapper cannot select improved uncanny dodge as a talent.

Pit Fighter (Ex)

At 3rd level, the scrapper has learned combat tricks from fighting in tight spaces with few rules, such as back alleys and pit brawls. She selects one combat maneuver and gains a +1 insight bonus on her CMB or to her CMD in that maneuver. This bonus increases to +2 if the wolfshead is wearing no armor or light armor (shields are allowed). At every three levels after 3rd, the barbarian may select another combat maneuver and add this bonus to her CMB or to her CMD. This bonus can be applied to each maneuver no more than twice, once on CMB and once to CMD. This ability replaces trap sense.

Improved Savage Grapple (Ex)

At 8th level, the scrapper takes no penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. She also is treated as one size larger than her actual size when determining whether she can be grappled using the grab ability or swallowed by another creature. This ability replaces the wolfshead talent gained at 8th level.

Wolfshead Alternate Class: The Foxclaw

The wolfshead is very much built on the combat end of the barbarian-rogue hybrid spectrum, which limits her access to things like wolfshead talents and sneak attack to offset her retaining a full base attack bonus and combat-focused options. But you could design a very similar class, with all the same class features, with a different mix of access to raw combat numbers and talents.

The foxclaw is an alternative class for the wolfshead, which leans much more toward the rogue end of the barbarian-rogue hybrid spectrum. Although it gains many abilities at different levels than the typical wolfshead, unless otherwise specified its class features function as the wolfshead abilities of the same name.

Alignment: Any.

Hit Die: d8.

Parent Classes: Barbarian and rogue.

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The foxclaw’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

Profificiencies

Foxclaws are proficient with all simple weapons, ranged martial weapons, and light- and one-handed martial melee weapons. They are proficient with light armor, but not with shields.

Wolfshead Talents

Unlike the wolfshead, the foxclaw cannot take rage powers as wolfshead talents or advanced wolfshead talents.

The foxclaw can select the following options as wolfshead talents.

Poisoner (Ex)

The foxclaw gains the alchemist’s poison use class feature. At 6th level, when she has 5 doses of a single kind of poison, he can synthesize a dose of that poison once per day at no cost. This process takes 1 minute. It doesn’t expend the 5 doses of poison, but the doses must be in the foxclaw’s possession to perform the synthesis. The poison produced requires careful storage and special skill to use. It becomes inert if it leaves the foxclaw’s possession and can’t be sold. The foxclaw can maintain only 1 dose of synthesized poison for every 5 doses of that poison in his possession.

Shield of Blades (Ex)

The foxclaw’s vicious attacks can block her foes’ counterattacks. She gains Power Attack as a bonus feat, even if she does not meet its prerequisites. If she already has the Power Attack feat, she can immediately swap it for another feat for which she qualified at the level he chose shield of blades.

Table: The Foxclaw
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +0 +2 +2 Bedlam, fast movement, finesse fighting
2 +1 +0 +3 +3 Evasion, sneak attack +1d6, wolfshead talent
3 +2 +1 +3 +3 Stalk, trap sense +1
4 +3 +1 +4 +4 Sneak attack +2d6, wolfshead talent
5 +3 +1 +4 +4 Uncanny dodge
6 +4 +2 +5 +5 Armored speed, sneak attack +3d6, trap sense +2
7 +5 +2 +5 +5 Wolfshead talent
8 +6/+1 +2 +6 +6 Sneak attack +4d6
9 +6/+1 +3 +6 +6 Swift bedlam, trap sense +3
10 +7/+2 +3 +7 +7 Wolfshead talent
11 +8/+3 +3 +7 +7 Advanced, wolfshead talent, sneak attack +5d6
12 +9/+4 +4 +8 +8 Greater bedlam, trap sense +4
13 +9/+4 +4 +8 +8 Sneak attack +6d6, wolfshead talent
14 +10/+5 +4 +9 +9 Hide in plain sight
15 +11/+6/+1 +5 +9 +9 Trap sense +5, wolfshead talent
16 +12/+7/+2 +5 +10 +10 Sneak attack +7d6, wolfshead talent
17 +12/+7/+2 +5 +10 +10 Wolfshead talent
18 +13/+8/+3 +6 +11 +11 Sneak attack +8d6, trap sense + 6, wolfshead talent
19 +14/+9/+4 +6 +11 +11 Avoidance
20 +15/+10/+5 +6 +12 +12 Sneak attack +9d6

When the foxclaw takes an attack or full attack action, if she uses Power Attack on every attack to make melee attacks, she gains a shield bonus to AC until his next turn equal to half her penalty on attack rolls from Power Attack. This bonus applies only if she actually takes that penalty on at least one of the attack rolls.

Turnabout (Ex)

The foxclaw can capitalize on any opportunities in combat. Whenever a foe provokes an attack of opportunity from the foxclaw by making a ranged attack or casting a spell, the foxclaw can attempt a dirty trick combat maneuver check in place of the attack of opportunity. If she succeeds at the check, in addition to the usual options, the foxclaw can redirect the attack or spell to a new target or area the foe could have chosen.

The attack is resolved as though the attacker has intentionally elected the new target or area.

Unseen (Su)

The foxclaw selects one terrain (from the ranger’s favored terrain list), plus one for every 4 levels of the foxclaw. When in that terrain, the foxclaw can become invisible (as the invisibility spell). She can use this ability once per day, plus one additional time at 8th and 16th levels.

Favored Class Bonuses

A wolfshead of the listed ancestries can take the following favored class bonuses in place of the normal +1 hp or +1 skill point per level.

Core Ancestries

Other Ancestries

  • Aasimar: Add +1/4 to the morale bonus on saving throws provided by bedlam.
  • Catfolk: Add +1/3 to the result of any sneak attack damage dealt after all sneak attack damage dice have been totaled.
  • Changeling: Add +1/6 of a witch’s hex with no prerequisites. The hex can be used only when in bedlam, and doing so expends 4 rounds of the wolfshead’s rounds of bedlam per day. The wolfshead uses her bedlam level as her witch level for all purposes related to this hex.
  • Dhampir: Add +1 to the number of temporary hit points gained from bedlam.
  • Fetchling: Add a +1/2 bonus on Stealth and Sleight of Hand checks made while in bedlam.
  • Gilman: Add +1 foot to Swim speed. This increase only has any effect in multiples of +5 ft.
  • Goblin: Add +1 to the result of any damage dealt in the surprise round.
  • Hobgoblin: Add a +1 bonus on CMD against disarm and sunder maneuvers.
  • Ifrit: Add +1/4 fire damage to the result of any sneak attack damage dealt after all sneak attack damage dice have been totaled.
  • Kitsune: Add +1/3 to the DC of any talent gained from the wolfshead class that requires a saving throw.
  • Kobold: Add +1/2 bonus to CMD when in bedlam.
  • Nagaji: Add +1 to the nagaji’s effective wolfshead level when determining their level compared to a target with uncanny dodge.
  • Naiad: +1/3 bonus to the bonuses granted by the naiad’s token using the inspiration ability.
  • Ratfolk: Add +1 foot to land speed. This increase only has any effect in multiples of +5 ft.
  • Samsaran: +1/4 to the bonuses gained from the lifebound samsaran ability.
  • Skinwalker: Gain +1/2 to the skinwalker’s effective Wisdom score for purposes of their skinwalker speak with animals spell-like ability, and +1/2 to the number of times per day they can use that ability.
  • Strix: Add +1 bonus to the strix’s effective Strength when calculating carrying capacity for flight and the stalk wolfshead ability. This does not increase the strix’s medium or higher carrying capacity, but allows more weight to be considered a light load for purposes of whether or not they can fly or use stalk.
  • Tiefling: Select one creature type. (You do not need to specify a subtype, it applies to all creatures of the chosen type). Add +1/2 to the result of any sneak attack damage dealt to creatures of that type after all sneak attack damage dice have been totaled. Each time this damage bonus reaches a multiple of +4, you may select one additional creature type it applies to.
  • Vanara: Add +1 to the number of rounds per day the vanara may use bedlam.

Extra Wolfshead Talent

You have unlocked a new wolfshead ability.

Prerequisite: Wolfshead talent class feature.

Benefit: You gain one additional wolfshead talent.

Special: You can gain this feat multiple times. Each time, you must select a different wolfshead talent.

Section 15: Copyright Notice

The Genius Guide to the Wolfshead © 2023, Rogue Genius Games.; Author: Owen K.C. Stephens

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