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 |
|
|
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 |