The Werewolverine

Werewolverines are very solitary creatures that only wish to be left alone and fight evil creatures.  Although good-aligned, they will maliciously attack anything that tries to injure them or try to interfere in their business.  Affliction is uncommon since werewolverines always finish off the fight, tough sometimes the other is the victor and becomes afflicted. 

This template class assumes that the character is aware of his condition, whether because he was born a werewolverine or because he realizes he is afflicted with lycanthropy. Any ability noted as applying to all forms is available to the werewolverine in his natural, hybrid, and animal forms, but not forms acquired via polymorph or other means.

This template class assumes that the character is aware of his condition, whether because he was born a werewolverine or because he realizes he is afflicted with lycanthropy. Any ability noted as applying to all forms is available to the werewolverine in his natural, hybrid, and animal forms, but not forms acquired via polymorph or other means.

Note that each lycanthrope template class has 3 levels, but only natural lycanthropes can take all the levels it offers. An afflicted lycanthrope can take only levels 1 and 2, since his level adjustment is +2 instead of +3.

Lycanthrope template classes also follow special rules relating to the benefits such characters acquire from their animal natures. The template allows for a level adjustment of +3 (or +2 for afflicted lycanthropes), but that value does not include the Hit Dice from the lycanthrope's animal form. So while a 1st-level human natural wererat warrior (as presented in the Monster Manual) has a level adjustment of +3, his ECL is actually 5 -- 1 from his warrior Hit Die, +3 from the template, +1 for his dire rat Hit Die. Likewise, a 1st-level natural werebear human warrior has an ECL of 10 -- 1 from his warrior Hit Die, +3 from the template, +6 for his bear Hit Dice.

Thus, in addition to the 2 or 3 levels offered via the appropriate lycanthrope template class, each kind of lycanthrope also has a separate (optional) class progression for his animal abilities. Essentially, a character progressing as a lycanthrope multiclass into the template class and can multiclass into the appropriate animal class if desired.

 He is free to take levels in other classes between levels of the template class and the animal class, as desired. The animal class, like the template class, does not count when determining whether a character takes an XP penalty for multiclassing.

An afflicted lycanthrope that is cured of his lycanthropy (as described in the Monster Manual on page 178) immediately loses all werewolverine class levels and wolverine class levels (if any). These levels cannot be restored with restoration or similar magic; they are simply gone. Most lycanthropes that do not wish to lose their lycanthropy in this way deliberately fail their saving throws against the spell in order to prevent this traumatic change.

Table SC-1: The Werewolverine Template Class

Level

CR

Special

1st

+1

Wis +2, natural armor +2, alternate form (wolverine), low-light vision, shapechanger sub-type, werewolverine feat (Alertness)

2nd

+1

Alternate form (hybrid),  wolverine empathy, damage reduction (5/silver), werewolverine feats (Iron Will, Toughness) 

3rd

+2

Curse of lycanthropy, damage reduction (10/silver)

Werewolverine Template Class Features

All of the following are class features of the werewolverine template class.

Ability Score Changes: The indicated ability score increases or decreases by the amount noted.

Natural Armor Improvements: At 1st level, the werewolverine's natural armor bonus increases by +2. A character that does not normally have a natural armor bonus (such as a human) is considered to have an initial natural armor bonus of +0 for the purpose of this ability. Thus, a human's natural armor bonus would increase to +2 at 1st level.

Alternate Form (Su): At 1st level, the werewolverine can take the form of a wolverine, and he undergoes this change involuntarily on the nights of the full moon or in times of stress, as described in the Monster Manual. Unless the werewolverine is a natural lycanthrope, he does not automatically have control over this ability and must attempt a Control Shape check to intentionally change form or to resist an involuntary change. For an afflicted lycanthrope, Control Shape is a class skill for all classes as well as racial Hit Dice, if any. Natural lycanthropes have full control over when they change shape and do not need to take ranks in this skill. Changing form is a standard action that can be attempted once per round.

A werewolverine who is aware of his condition retains his identity and does not lose control of his actions when he changes. Each time he involuntarily changes to his animal form, however, he must make a Will save (DC 15 + number of times he has been in animal form) or permanently assume the alignment of his lycanthrope type (chaotic good for werewolverine) in all forms. Any voluntary change to wolverine or hybrid form immediately and permanently changes the character's alignment to chaotic good. 

Until the character has taken the optional levels in the wolverine class (see Wolverine Abilities, below), changing shape to wolverine form does not give him the abilities of a wolverine -- he simply is able to take that creature's shape, as if he had a perfect disguise. Since this ability is of limited use, most characters taking levels in the werewolverine template class choose to take the optional levels of the wolverine class as well in order to gain the full abilities of their animal forms.

At 2nd level, the werewolverine gains the ability to assume a hybrid form -- a shape between his humanoid and his wolverine forms. As with the wolverine form, this change is purely cosmetic unless the character has taken the wolverine class to gain the appropriate abilities. He will also gain a claw attack for use in his hybrid form (see the chart SC-3).

Natural Armor Improvements: At 1st level, the werewolverine's natural armor bonus increases by +2 in all forms. A character that does not normally have a natural armor bonus (such as a human) is considered to have an initial natural armor bonus of +0 for the purpose of this ability. Thus, a human's natural armor bonus would increase to +2 at 1st level. The wolverine also gains additional natural armor increases in his hybrid or animal form if he takes the wolverine class.

Shapechanger Subtype (Ex): At 1st level, the lycanthrope gains the shapechanger subtype.

[Lycanthrope] Bonus Feats: At 1st and 2nd level, the werewolverine gains the feats indicated on Table SC-1, assuming that he doesn't already have them. If the werewolverine doesn't meet the prerequisites (if any) for a bonus feat, he gains the feat but cannot use it until he does meet the prerequisites.

Low-Light Vision (Ex): A 1st-level werewolverine gains low-light vision.

[Animal] Empathy (Ex): Starting at 2nd level, a werewolverine in any form can communicate and empathize with normal or dire wolverines. This ability gives him a +4 racial bonus on checks made to influence the attitude of wolverines or dire wolverines. It also allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."

Damage Reduction (Ex): At 2nd level, the werewolverine gains damage reduction 5/silver. At 3rd level, a natural lycanthrope gains damage reduction 10/silver. An afflicted lycanthrope's damage reduction does not improve beyond 5/silver.

Curse of Lycanthropy (Su): At 3rd level, a natural lycanthrope can infect other creatures with lycanthropy. Any humanoid or giant hit by the bite attack of a werewolverine in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. Afflicted lycanthropes do not transmit lycanthropy.

Table SC-2: The Wolverine (Lycanthrope) Class

Level

Hit Dice

Base Attack Bonus

Fort. Save

Dex. Save

Will Save

Skills

Special

1st

1d8

+1

+2

+0

+0

2 + Int. Mod

Str +2, Con +4, bite

2nd

2d8

+2

+2

+0

+1

2 + Int. Mod

Dex +4, bonus feat, scent, claw

3rd

3d8

+3

+3

+3

+1

2 + Int. Mod

Str +2, Con +4, rage

Bite: The wolverine animal class gives the werewolverine a bite attack. The bite is a secondary weapon that deals 1d6 points of damage. In hybrid form, it gains certain damage according to the lycanthropes’ size. (See table SC-3)

Claw: the wolverine animal class gives the werewolverine in animal form a claw attack. The claw is a natural attack that deals 1d4 points of damage.

Wolverine] Abilities (Ex): Upon taking a level in the wolverine animal class, the character gains the wolverine's Hit Dice (in all forms), base attack bonus (in all forms), base saving throw bonuses (in all forms), ability score modifiers (in hybrid and animal forms), skill points (in all forms), and natural armor bonus (in hybrid and animal forms), as well as the special abilities indicated on Table SP-4.

In wolverine form, the werewolverine’s speed changes to 30 feet and gains burrowing and climbing speeds of 10 feet. Class skills for the wolverine] racial Hit Die are Climb, Control Shape, Listen, Spot. In wolverine form, a werewolverine gains a +8 racial bonus on Climb checks and can always choose to take 10 on a climb checks even if rushed or threatened.

Scent (Ex): As a 2nd-level wolverine, a werewolverine in any form gains the scent ability.

Bonus Feat: as a 2nd level wolverine, the werewolverine gains Track as a bonus feat.

Rage (Ex):  as a 3rd-leve wolverine, a werewolverine in wolverine form that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead.  It gains +4 to strength, +4 to Constitution, and -2 to Armor Class.  The werewolverine cannot end its rage voluntarily. 

Table SC-3: Claw and Bite damages for hybrid form

Hybrid Size

Claw damage

Bite damage

Small

1d3

1d4

Medium

1d4

1d6

Large

1d6

1d8

Huge

2d4

2d6

 

 

 

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