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Greater Werewolf

Some werewolves view their condition as a curse, something to be shunned or feared for. Some view it as a simple fact of life, a change from what they were before. But some embrace the beast now within them. The transformation wasn’t just a change in what they were, but in who. They are a werewolf, and that defines them. They are the fury of the wild, the rage of the accursed man. These are the traits that mark a greater werewolf.
Greater werewolves can come from anywhere, the turn of mind manifesting more with reaction to the condition than prior experience. However, those with a closer bond to the natural world seem more inclined to fully embrace their new forms.

Alignment: any.

Hit Die: d10.

Requirements

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

Skills: Survival 3 ranks

Feats: Feral Vitality

Special: You must be a werewolf

Class Skills

The class skills for a greater werewolf are Handle Animal (Cha), Knowledge (Nature) (Int), Perception (Wis), and Survival (Wis)

Skill Ranks per Level: 4 + Int modifier.

Table: Greater Werewolf
Level BAB Fort Save Ref Save Will Save Special Class Features
1st +1 +1 +0 +0 Armor of the beast, instinct of the beast
2nd +2 +1 +1 +1 Heart of the beast +1 level of previous class
3rd +3 +2 +1 +1 Nature of the beast
4th +4 +2 +1 +1 Armory of the beast +1 level of previous class
5th +5 +3 +2 +2 Life of the beast

Class Features

The following are the class features of the Greater Werewolf.

Weapon and Armor Proficiency

Greater Werewolf gain no proficiency with any weapon or armor.

Class Feature

At 2nd level, and again at 4th level, the Greater Werewolf advances class features just as if she had gained a level in a class she belonged to previously. She does not, however, gain any other benefit that a member of that class might have gained (such as Hit Dice, base attack bonus increases, or skill points). This essentially means that she adds those levels of Greater Werewolf to her levels of the previous class and determines her class features (such as power points, initiator level, and bonus feats) accordingly. If the Greater Werewolf had more than one class before she became a Greater Werewolf, she must choose one of them to augment with this benefit; once made, this choice cannot be changed.

Armor of the Beast (Ex):

The greater werewolf’s hide is truly resistant to all but silvered weapons. He increases the DR/silver gained from the werewolf template by his class level.

Instinct of the Beast (Ex):

The greater werewolf is more in touch with his primal instincts, fortifying his mind against intrusion. At first level he increases his Wisdom by 2 and gains Iron Will as a bonus feat.

Heart of the Beast (Ex):

The greater werewolf is often recognized among wolves as more beast than man, and as a creature of power. At second level, he may use charm animal at will on creatures that would be affected by his Lycanthropic Empathy.

Nature of the Beast (Ex):

Starting at third level, the greater werewolf may change between his forms as a free action. Once per round, he may change even when it is not his turn.

Armory of the Beast (Ex):

At fourth level, the greater werewolf may choose a second weapon of the beast. If he chooses a weapon of the beast that grants a natural weapon he already possesses, he does not gain additional natural weapons, but is able to use his original natural weapon for both weapons of the beast. For example, a greater werewolf who initially chose the savage claws option could choose mighty jaws or vicious bite, gaining the full effects of the weapon of the beast. However, if he chose inescapable claws, he would not gain a new pair of claw attacks. Instead, his existing claws from savage claws would gain the grab ability, and he would gain the associated feats and constrict ability.
Weapons of the beast:

  • Inescapable Claws: The werewolf gains two claw attacks when it is in its hybrid form. These are primary attacks that deal 1d4 points of damage plus the werewolf’s Strength modifier (for a Medium-sized werewolf). It also gains Improved Grapple as a bonus feat, even if it does not meet the prerequisites. At 6th level, its claws gain the grabability. At 11th level, it gains Greater Grapple as a bonus feat, even if it does not meet the prerequisites. At 16th level, it gains a constrict attack that deals damage equal to its claws.
  • Mighty Jaws: The werewolf gains a bite attack when it is in its hybrid form, in addition to its wolf form. This is a primary attack that deals 1d6 points of damage plus the werewolf’s Strength modifier (for a Medium-sized werewolf). At 6th level, its bite attack deals an additional 1d6 points of bleed damage on a successful hit. At 11th level, the werewolf deals an additional 3d6 points of damage with its bite attack when charging. At 16th level, whenever it charges a creature and hit with its bite attack, the target is knocked backwards 10 feet after the werewolf finishes with all of its attacks.
  • Savage Claws: The werewolf gains two claw attacks when it is in its hybrid form. These are primary attacks that deal 1d4 points of damage plus the werewolf’s Strength modifier (for a Medium-sized werewolf). At 6th level, it gains the rend special ability with its claw attacks that deals damage equal to its base claw damage plus 1-1/2 times its Strength bonus (if any). At 11th level, whenever the werewolf charges, it can make a full attack with its natural weapons in place of the normal attack at the end of its charge. At 16th level, it gains a rake attack that deals damage equal to its claw attacks.
  • Vicious Bite: The werewolf gains a bite attack when it is in its hybrid form, in addition to its wolf form. This is a primary attack that deals 1d6 points of damage plus the werewolf’s Strength modifier (for a Medium-sized werewolf). It also gains Improved Trip as a bonus feat, even if it does not meet the prerequisites. At 6th level, it gains the trip ability with its bite attack regardless of its form. At 11th level, it gains Greater Trip as a bonus feat, even if it does not meet the prerequisites. At 16th level, it is considered to be one size category larger for the purpose of its combat maneuver bonus when tripping an opponent.

Life of the Beast (Su):

At fifth level, the greater werewolf unlocks the true vitality of the legendary monster. He gains regeneration 5/silver

Section 15: Copyright Notice

Lords of the Wild, © 2018, Dreamscarred Press, LLC; Author: Written by Anthony S. Altovilla and Patrick C., based on material by Owen K.C. Stephens