Wolfkin d20 Base Class

Story by HowlingNightWolf on SoFurry

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A d20 class I made for my campaign setting Sutvyndr


Wolfkin

There are men in this world who may never reconcile themselves with the rest of civilization. There is a burning desire for unending skies and dense woods that cannot be sated within the confines of a city wall. A yearning for freedom in a world where oaths and duties to lord and land reign supreme. When beast becomes kin, and the life a man once had has fallen into a long forgotten past. Such men are said to have been born with the heart of a wolf.

Role: Wolfkin are extremely mobile combatants capable of navigating a battlefield with ease and quickness. Along with their wolf companions, they can effectively overwhelm their opponents with a mixture of teamwork and fury.

Alignment: Any non-lawful

Hit Die: d10

Starting Wealth: 4d4 - 10 gp

Class Skills

The wolfkin's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Table: Wolfkin

Level BAB Fort Ref Will Special Spells per Day

1st +1 +2 +2 +0 track, Wolf friend, Prey +2 -- -- -- --

2nd +2 +3 +3 +0 Wolfspeak -- -- -- --

3rd +3 +3 +3 +1 Endurance, Scent -- -- -- --

4th +4 +4 +4 +1 Pack 0 -- -- --

5th +5 +4 +4 +1 Prey +4, dodge 1 -- -- --

6th +6 +5 +5 +2 Wolfshape 1/day, Revitalizing Frenzy 1 -- -- --

7th +7 +5 +5 +2 Woodland stride 1 0 -- --

8th +8 +6 +6 +2 Swift tracker, Wolfshape 2/day 1 1 -- --

9th +9 +6 +6 +3 Evasion 2 1 -- --

10th +10 +7 +7 +3 Wolfshape 3/day, Prey +6 flanking 2 1 0 --

11th +11 +7 +7 +3 Primal mind 2 1 1 --

12th +12 +8 +8 +4 Wolfshape 4/day 2 2 1 --

13th +13 +8 +8 +4 Pack Bond 3 2 1 0

14th +14 +9 +9 +4 Wolfshape 5/day, 3 2 1 1

15th +15 +9 +9 +5 Prey +8, blood frenzy 3 2 2 1

16th +16+10 +10 +5 Wolfshape 6/day, Improved evasion 3 3 2 1

17th +17+10 +10 +5 Wolfsong 4 3 2 1

18th +18 +11 +11 +6 Wolfshape 7/day 4 3 2 2

19th +19 +11 +11 +6 Wolf Bond 4 3 3 2

20th +20 +12 +12 +6 Prey +10 Pack Hunter, Blood of the Wolf 4 4 3 3

Class Features

All of the following are class features of the Wolfkin.

Weapon and Armor Proficiency

A Wolfkin is proficient with all simple and martial weapons and with armors made from only a natural material, such as leather or hide. If they don restricted armor, they lose all abilities granted to them by this class until they remove the restricted armor.

However, they may add their Wisdom bonus, if any, to their AC . This is considered a natural armor bonus, and is a result of long hours of wrestling, hunting, and playing with their companions, as well as their supernatural connection with the wolf spirits.

Track (Ex)

A Wolfkin adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wolf Friend (Ex)

The Wolfkin is typically viewed in either a neutral or favorable way by any wolf creatures he may encounter. He gains a +4 on handle animal or animal empathy checks when dealing with wolves. Furthermore, this ability grants him an animal companion, just like the druid. His druid level is equal to his Wolfkin level for purposes of the animals strengths and abilities. The companion has to be a wolf, and the regular HD restrictions from an animal companion still apply.

Prey (Ex)

A wolfkin may designate a target as his prey for a number of times per day equal to his Wisdom modifier. He and his pack get a +2 bonus to attack and damage roles, as well as tracking, perception, and stealth checks made against the designated prey. This effect lasts for as long as the target is alive, or until the Wolfkin decides to designate a new target.

At the beginning of a new day, the Wolfkin may choose to continue targeting a previously designated prey at the expense of one daily usage for the new day.

At 5th level, and every level thereafter, this bonus goes up by an additional +2, to a total of +10 at 20th level. Furthermore, the Wolfkin perfects the use of teamwork when hunting their prey, granting the following abilities at the respective levels:

5th- Dodge the Wolfkin and his pack may now choose to add half of his prey bonus as a dodge bonus to AC, while retaining only half of his bonus to attack and damage. If he is flatfooted, or denied his dexterity, this ability is negated.

10th -Flanking If the Wolfkin and both of his companions are threatening the target of his prey at the same time, the target is considered flatfooted. 15th -Blood Frenzy Either the Wolfkin or one of his wolves lands a critical hit on a flatfooted prey, the other two receive an attack of opportunity in the creatures moment of weakness.

20th-Pack Hunter Upon reaching 20th level, the Wolfkin and his pack move with an unnatural connection, as if each was an extension of the same body. If this deadly efficiency has helped them to know exactly when to strike, and where, while working together to drop their prey. If the Wolfkin and both of his pack wolves make a successful melee attack against the same designated prey in a single round, the enemy must make a Fortitude save or die. The DC of this save is equal to 10 + ½ the Wolfkin level + the Wolfkin's Wisdom modifier. Once an enemy has made a save versus this ability, whether successful or not, they can't be affected by it again for 24 hours.

Wolfspeak (Ex)

A wolfkin may now speak with wolves as if he was under a permanent Speak with Animals spell. Endurance A Wolfkin gains Endurance as a bonus feat at 3rd level.

Scent (Ex)

A Wolfkin gains the Scent special ability at 3rd level.

Pack (Ex)

At 4th level, a second pack wolf joins the pack. While not as strong as the primary pack wolf, it is still an invaluable member of the pack. This ability functions as a Pack Wolf except the effective druid level is the pack Wolfkin's level - 3. In addition, pack wolves can select teamwork feats when they gain a new feat.

Wolfshape (Su)

Through his mystical connection with his pack, the Wolfkin may now take on the form of a wolf. This ability functions identically to the druid's wild shape ability, though is specifically restricted to wolves.

Revitalizing Frenzy (Su)

At 6th level, whenever you and all of your animal companions hit the same enemy in one turn with melee attacks, you and your animal companions heal 1d4 + the pack master's Wisdom modifier in hit points. At 12th level, this increases to 1d8 + his Wisdom modifier, and at 18th level this increases to 2d6 + his Wisdom modifier.

Woodland Stride (Ex)

Starting at 7th level, a Wolfkin may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

Swift Tracker (Ex)

Beginning at 8th level, a wolfkin can move at his normal speed while using Survival to follow tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Evasion (Ex)

When he reaches 9th level, a Wolfkin 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 wolfkin is wearing light armor or no armor. A helpless Wolfkin does not gain the benefit of evasion.

Primal Mind (Ex)

The Wolfkin is now immune to mind effecting abilities.

Pack Bond (Ex)

Upon reaching 13th level, the Wolfkin's magical bond with his pack has grown strong. If he is the recipient of any beneficial spell or ability, he may choose to divide that benefit up amongst himself and his pack. For example, if he was to receive cure moderate spell, he may choose to divide the total amount of health amongst his companions. This ability works with any beneficial ability that grants a dividable number.

Improved Evasion (Ex)

At 16th level, a Wolfkin's evasion improves. This ability works like evasion, except that while the wolfkin still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless wolfkin does not gain the benefit of improved evasion.

Wolfsong (Ex)

At seventeenth level, the Wolfkin may choose to urge on his pack by crying out in an eerily somber howl. This ability grants all packmember within range a bonus to attack and damage equal to the Wolfkin's wisdom modifier. The use of this ability spends two daily uses of Prey, and lasts for a number of rounds equal to the Wolfkin's wisdom modifier. It's effects stack with those of prey. A Wolfkin may not use this ability multiple times simultaneously to increase bonus attack and damage.

Wolf Bond (Ex)

The mystical connection the Wolfkin has with wolves has grown powerful indeed. No longer is his connection primarily with only his pack. Any wolf that fights alongside the Wolfkin is now granted ½ of his Prey and Wolfsong bonus when attacking a designated prey. However, they do benefit from any of the other bonuses or abilities associated with Prey.

I.E. a summoned wolf does not get extra attacks of opportunity while attacking a prey, or receive the benefits of Revitalizing Frenzy, or Pack Bond. Furthermore, The Wolfkin may now choose to divide all incoming damage he and his companions receive amongst the true members of his pack (not any summons or non member wolves.)This is in the spirit of Pack Bond, except with negative effects.

Blood of the Wolf (Ex)

At 20th level, the Wolfkin now has no restrictions on his Wolfshape ability. He may use it unlimited times per day, and may remain in a wolf shape indefinitely. Furthermore, he may use this ability at will.