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Originally Posted by
Sparrowlark of the Wizards Community forums.
On this Thread
Wolf Brothers live in areas where wolves are at the top of the food chain. Seeing wolves as natural warriors the barbarians seek to immolate them and use their tactics against their enemies. Unlike other barbarians who rush in without thought or tactics, the wolf brothers strength lies in fighting with his pack brothers and avoiding blows. Some wolf brothers become so attuned with wolves that they take their form when raging.
In the cold northern climes gangs of men who transform into wolves and run amuck, attacking all men, breaking down doors and invading households, to kill all within then sally down cellar and drain the tuns of beer or mead, leaving the barrels piled atop one another. Members of the wolf sect are initiated by mumbling certain words and drinking a cup of ale infused with werewolf blood, if he accepts the same, the man is accepted into their society. Among the man wolves were rumoured to be the great men and the nobility,
Hit Dice: d12
to become a wolf brother, a character must fulfill the following criteria
Alignment: Any nonlawful
Base Attack Bonus: +5
Skills: Survival 8 ranks, Intimidate 8 ranks
Feats: Improved Trip
Special: Have rage or frenzy as a class ability.
The Wolf Brothers class skills (and the key ability for each skill) Climb (Strength), Craft (Intelligence), Handle Animal (Charisma), Intimidate (Charisma), Jump (Strength), Listen (Wisdom), Ride (Dexterity), Survival (Wisdom), and Swim (Strength).
Skill Points at Each Level: 4 + Intelligence modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|1st||+1||+2||+2||+0||Code of the Wolf, Rage +1/day|
|2nd||+2||+3||+3||+0||Deadly Flank +1, Evasion|
|3rd||+3||+3||+3||+1||Dodge +1, Howl|
|4th||+4||+4||+4||+1||Improved Flank +1|
|6th||+6||+5||+5||+2||Dodge +2,Deadly Flank +2|
|8th||+8||+6||+6||+2||Improved Flank +2|
|9th||+9||+6||+6||+3||Dodge +3,Improved Evasion|
Weapon and Armor Proficiency: A wolf brother gains no proficiencies in weapons are armor.
Code of the Wolf : A wolf brother must follow the law of his pack or risk exile. The code of the wolf is as follows. Obey the pack leader without question. If the pack leader is too weak or too old to lead, he may be challenged by the next strongest wolf brother. Never leave a wolf brothers flank unprotected and never leave a fallen brother behind. Treat all wolf brothers with respect, especially the wolf maidens and protect their lives with your own as they will mother the future members of the pack.
Rage (Ex): At 1st level, the wolf brother gains an additional use of his rage ability each day. A wolf brother levels stack with barbarian levels to determine rage modifiers. At 7th level they gain another additional rage per day.
Evasion (Ex): At 2nd level and higher, a wolf brother can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the wolf brother is wearing light armor or no armor. A helpless wolf brother does not gain the benefit of evasion.
Deadly Flank (Ex): At 2nd level When a wolf brother flanks an opponent he gains a+1 competence bonus to damage as well as any additional advantages he may get while flanking. This bonus goes up +1 again at 6th level and +1 again at 9th level for a total of +3.
Howl (Su): At 3rd level as a standard action the wolf brother can howl like a wolf. To use this ability the wolf brother must make a successful opposed Intimidate check. Any opponent within 30 makes a modified level check (1d20 + character level or Hit Dice + targets Wisdom bonus + targets modifiers on saves against fear) or become shaken. For Every additional wolf brother who howls within 30 of the opponent they receive a 2 to their save.
Dodge (Ex): This works as the feat of the same name, however the wolf brother only gets this ability if he is wearing light armor or no armor and has no more than a light load. This bonus increases to +2 at 6th level, and +3 at 9th level. Since it is a Dodge bonus it stacks with other Dodge bonuses including the Dodge feat.
Improved Flank (Ex): At 4th level, when a wolf brother flanks an opponent he gains an additional +1 competence bonus to attack as well as any additional advantages he may get while flanking. This bonus increases to +2 at 8th level.
Canny Rage (Ex): At 5th level the wolf brother is so adept at avoiding blows that he no longer suffers a 2 to AC when raging.
Improved Evasion (Ex): This ability works like evasion, except that while the wolf brother still takes no damage on a successful Reflex saving throw against attacks henceforth he henceforth takes only half damage on a failed save. A helpless wolf brother does not gain the benefit of improved evasion.
Wolf (Su): At 10th level, a wolf brother gains the ability to turn
himself into a dire
wolf when he rages. This ability functions like the polymorph spell, except
as noted here. The effect lasts only as long as he rages, or until he changes
back. Changing form (to dire
wolf or back) is a free action and doesnt
provoke an attack of opportunity.
A wolf brother loses his ability to speak while in dire wolf form but can communicate normally with other wolves or canines. As a dire wolf the wolf brother retains his hit dice and base attack bonuses, but gains a +3 to Natural Armor Class, +14 to Strength, +4 to Dexterity, and a +6 to Constitution. He also gains a natural attack of 1d8 and a movement rate of 50. He also gains all feats and special abilities of the dire wolf form. The dire wolf form can be assumed only twice a day.
Ex-Wolf Brothers: A wolf brother who breaks the Code of the Wolf or becomes lawful loses the ability to rage and howl and cannot gain more levels as a wolf brother. He retains all the other benefits of the class (Dodge, deadly flank, improved flank, evasion and improved evasion).
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