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Date Created: January 17
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{{#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

Table: The Twilight Werewolf

Hit Die: d10

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)
All skills are class skills to a Night Watch Character.

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.


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