STDoc (talk) | |
---|---|
Date Created: | January 17 |
Status: | Complete |
Editing: | None |
{{#set:Summary= A Vampire from the Night Watch Universe, they make excellent Combatants and skill monkies who have access to a small number of spells. |Length= 10 |Base Attack Bonus Progression= Good |Fortitude Save Progression= Good |Reflex Save Progression= Good |Will Save Progression= Poor |Class Ability= Twilight Mastery |Class Ability Progression= Full }} {{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}
Twilight Werewolf
This is a Character Class for Step into the Gloom - Nightwatch (3.5e Sourcebook)
This class is NOT suggested for Non-Night Watch campaigns, due to it's powerful abilities.
Often seen as one of the weakest of the Dark Others due to their lack of Magical Prowess, Werewolves are unmatched in Physical prowess in Combat. Due to their natural Hardiness, the Twilight seems less taxing upon them. Although they will never attain the Twilight Mastery that Vampires Enjoy, they can still comfortably exist in almost any level of the Twilight. And no Magician ever expects a pair of fangs in their throat.
Making a Twilight Werewolf
Werewolves are powerful warriors in their own right. But when they shift into their Wolf forms, they become even stronger and faster than any Magician using spells. While in the Twilight, they become Stealthy Assassins, much like their Vampire Brethren.
Abilities: Strength, Dexterity, Constitution, and Wisdom are important to the Werewolf. Strength makes them hit harder. Dexterity allows them to avoid attacks, Constitution allows them to take more hits and resist the pull of the Twilight. Finally, Wisdom allows them to stay in the Twilight Longer.
Alignment: Any
Wealth Bonus: +2
Action Points: 6 + 1/2 Character Level (Rounded Down) per level.
Starting Age: Simple
Level | Base Attack Bonus |
Saving Throws | Special | Defense Bonus | |||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +1 | +1 | +1 | +0 | Shift 1/day, Natural Attacks 1d6 | 1 | |||||||||||||||||||||||||||||||||||
2nd | +2 | +2 | +2 | +0 | +2 Strength | 1 | |||||||||||||||||||||||||||||||||||
3rd | +3 | +2 | +2 | +1 | Shift 2/day, Natural Attacks 1d8 | 2 | |||||||||||||||||||||||||||||||||||
4th | +4 | +2 | +2 | +1 | +2 Dex | 2 | |||||||||||||||||||||||||||||||||||
5th | +5 | +3 | +3 | +1 | +2 Con | 3 | |||||||||||||||||||||||||||||||||||
6th | +6/+1 | +3 | +3 | +2 | Shift 3/day, Natural Attacks 1d10 | 3 | |||||||||||||||||||||||||||||||||||
7th | +7/+2 | +4 | +4 | +2 | +2 Str | 3 | |||||||||||||||||||||||||||||||||||
8th | +8/+3 | +4 | +4 | +2 | +2 Dex | 4 | |||||||||||||||||||||||||||||||||||
9th | +9/+4 | +4 | +4 | +3 | Shift 4/day, Natural Attacks 2d6 | 4 | |||||||||||||||||||||||||||||||||||
10th | +10/+5 | +5 | +5 | +3 | +2 Con | 5 | |||||||||||||||||||||||||||||||||||
Class Skills (Skill Points::5 + Int modifier per level, ×4 at 1st level) |
Class Features
All of the following are class features of the Twilight Werewolves.
Weapon and Armor Proficiency: The Twilight Werewolf is proficient with all Simple Weapons, Light Armor, medium armor and three Archaic Weapons.
The Twilight (Su): Twilight Werewolves have the ability to see into, and enter, the Twilight. See Step into the Gloom (3.5e Sourcebook)/The Night, the Day, and the Twilight
Shift: A Werewolf may use a Move Action to shift into his Wolf Form. While in this form, his weapons and armor are absorbed into his body. While in this form, he gains a +4 bonus to Strength, Dexterity, and Constitution. He can stay in his form up to 3 rounds + His new Constitution Modifier.
Natural Attacks: While in his Wolf form, the Wolf's natural attacks deal the amount indicated above + his strength modifier. He also gains an additional attack in the form of a bite attack, which deals 1d4 + 1.5 x Strength mod regardless of level. A wolf's claws grow in size and become jagged, built for tearing flesh. His teeth remain relatively the same size as a normal wolf's.
Human Twilight Werewolf Starting Package
Weapons:
Skill Selection: Pick a number of skills equal to 9 + Int modifier.
Skill | Ranks | Ability | Armor Check Penalty |
---|---|---|---|
Knowledge (Others) | 4 | Int | — |
Knowledge (Twilight) | 4 | Int | — |
Concentration | 4 | Con | — |
Knowledge (Nature) | 4 | Int | — |
Survival | 4 | Wis | — |
Feat: Twilight Resistance
Bonus Feats: Twilight Acclimation
Gear: Day Watch Uniform, Identification Papers, Tactical Vest.
Back to Main Page → 3.5e Homebrew → Classes → Base Classes