Warrior of the Wolf (3.5e Class)

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Warrior of the Wolf
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Status: Playable, 100% complete.
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Warrior of the Wolf[edit]

A Warrior of the Wolf is usually brought up from childhood and raised by an elder Warrior of the Wolf who has endured the trials of life and grown with them. Since they are like noble, lone wolves, there aren't many Warriors of the Wolf in the world and even fewer who are not of the bloodline.

Making a Warrior of the Wolf[edit]

A Warrior of the Wolf is specifically a combat orientated survivalist whose skills are well honed through intense training. Commonly they're well suited for ambushes, infiltrations and wars. However, their cunning and intelligence aids them well when dealing with people, making them quite versatile (and quite tricky to deal with).

Abilities: A Warrior of the Wolf should have strength, dexterity, intelligence, wisdom and charisma. Strength for their special attacks, damage and skills; dexterity for their armour class and skills; intelligence for their skills; wisdom for their senses; and charisma for their interaction with people and special attacks.

Races: Usually the races who are more in touch with nature are chosen to be trained as Warriors of the Wolf.

Alignment: Any Good.

Starting Gold: 5d4×10 gp (100 gp).

Starting Age: Simple.

Table: The Warrior of the Wolf

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Divine Attack, Track, AC Bonus
2nd +2 +3 +3 +0 Two-Weapon Fighting
3rd +3 +3 +3 +1 Specialist
4th +4 +4 +4 +1 Heart`s Resolve 1
5th +5 +4 +4 +1 Divine Attack
6th +6/+1 +5 +5 +2 Improved Two-Weapon Fighting
7th +7/+2 +5 +5 +2 Acrobatic Charge
8th +8/+3 +6 +6 +2 Specialist, Heart`s Resolve 2
9th +9/+4 +6 +6 +3 Evasion
10th +10/+5 +7 +7 +3 Divine Attack
11th +11/+6/+1 +7 +7 +3 Greater Two-Weapon Fighting, Heart`s Resolve 3
12th +12/+7/+2 +8 +8 +4
13th +13/+8/+3 +8 +8 +4 Specialist
14th +14/+9/+4 +9 +9 +4 Heart`s Resolve 4
15th +15/+10/+5 +9 +9 +5 Divine Attack
16th +16/+11/+6/+1 +10 +10 +5
17th +17/+12/+7/+2 +10 +10 +5
18th +18/+13/+8/+3 +11 +11 +6 Specialist
19th +19/+14/+9/+4 +11 +11 +6
20th +20/+15/+10/+5 +12 +12 +6 Savage Wolf Fury

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (dex), Bluff (cha), Climb (str), Diplomacy (cha), Escape Artist (dex), Heal (wis), Hide (dex), Intimidate (cha), Jump (str), Listen (wis), Move Quietly (dex), Sense Motive (wis), Spot (wis), Survival (wis), Swim (str), and Tumble (dex).

Class Features[edit]

All of the following are class features of the Warrior of the Wolf.

Weapon and Armor Proficiency: A Warrior of the Wolf is proficient with all simple and martial weapons. However, a Warrior of the Wolf is not proficient with any armour or shields.

Track: Grants the feat Track.

AC Bonus: As a Monk`s AC Bonus.

Two-Weapon Fighting: Grants the feat Two-Weapon Fighting.

Specialist: A Warrior of the Wolf gains one of the following feats each time they acquire a 'specialist'. Awareness, Stealthy, Persuasive, Negotiator, Self-Sufficient, Athletic, Acrobatic, Agile, or Skill Focus.

Heart's Resolve: Release a burst of energy. A Warrior of the Wolf begins the day with a number of charges equal to 1/2 level + charisma modifier. A number of these charges can be expended as a swift action to enter one of the four states listed below. These states last a number of rounds equal to 1/2 the Warrior of the Wolf`s level. A Warrior of the Wolf may elect to activate multiple levels of Heart`s Resolve at the cost of one additional charge for each state added after the first. This additional cost for simultaneous states is in addition to the normal cost for entering a state. (E.g. Activating level 1 and 4 states requires 6 charges.) The charges renew at the end of every full night's rest (8 hours).

Note: If the same state is invoked against over the duration of the initial state, the effects do not stack. However, the duration is extended, in accordance with how bonuses stack.

Level 1: By expending one charge, the Warrior of the Wolf can enter the initial state of Heart`s Resolve. While in this state, the Warrior of the Wolf may make an additional standard action on her turn.

Level 2: By expending two charges, the Warrior of the Wolf can enter the intermediate state of Heart`s Resolve. While in this state, all Divine Attacks are reduced to standard actions.

Level 3: By expending three charges, the Warrior of the Wolf can enter the mastery state of Heart`s Resolve. While in this state, the daily uses of divine attacks are not expended upon their use.

Level 4: By expending four charges, the Warrior of the Wolf can enter the final state of Heart`s Resolve. While in this state, the Warrior of the Wolf gain DR/- equal to 1/2 of the Warrior of the Wolf`s level.

Improved Two-Weapon Fighting: Grants the feat Improved Two-Weapon Fighting.

Acrobatic Charge: As the Duelist class feature.

Evasion: As the Rogue class feature.

Greater Two-Weapon Fighting: Grants the feat Greater Two-Weapon Fighting.

Divine Attacks: A Warrior of the Wolf gains a pool of daily uses of their Divine abilities equal to 1/2 Warrior of the Wolf level. All Divine Attacks require a full attack action. Whenever a Warrior of the Wolf gains a Divine Attack, they must select one of the following Divine Attacks listed below; upon selection, it becomes available for use. The pool of daily uses of Divine Attacks renews after every full night's rest (normally 8 hours).

Divine Wolf: The Warrior of the Wolf moves with blinding speed to slip behind the target and unleashes a sweeping attack against all within reach.

Select a single target. As a part of the Divine Attack, you may move to a square adjacent to the target (the Warrior of the Wolf must legally be able to move to this square without need for squeezing). This movement does not provoke any attacks of opportunity. A single melee attack may be made against the target at any point during the move to an adjacent square. After arrival at the designated square, a whirlwind attack is made, as the feat. However, upon any successful hit, the Warrior of the Wolf may choose to initiate a free bull rush attempt against the target. This bull rush attempt uses the Warrior of the Wolf`s attack bonus in place of their normal bull rush bonus. Upon a successful bull rush, the Warrior of the Wolf need not move with the bull rush target to move them them further than 5ft. Upon a failed bull rush attempt, the Warrior of the Wolf does not fall prone, or suffer any negative effects from the failed attempt associated with the bull rush.

Note: If the initial attack hit the primary target, the Warrior of the Wolf gains a +5 bonus to their subsequent attack against the primary target, and the possible bull rush attempt.

Divine Wolf Blaze: The Warrior of the Wolf launches an attack as she jumps above the target. On her descent, she launches a rain of fire at the target.

The Warrior of the Wolf selects an adjacent target. An attack is made against this target, followed by a jump check.The Warrior of the Wolf then makes a ranged touch attack against the target at the height of the jump. The range of this touch attack is 100ft. The bonus for this attack is equal to the Warrior of the Wolf`s attack bonus if she were to throw her weapon. If the attack hits, the damage done is equal to 1d6/level + 1/2 jump check result fire damage.

Divine Wolf Storm: The Warrior of the Wolf sends a shockwave of wind down and aisle of enemies.

The Warrior of the wolf make a strike against an adjacent target. The Warrior of the Wolf then unleashes a line of wind directed at the target. The wind attack does force damage equal to 1d6/level. This attack travels in a straight line for 100ft. damaging all enemies within the path. Those caught within range may roll a reflex save for half damage. Those that fail the reflex save are also knocked prone. Fire, magical and mundane, caught within range of the attack are extinguished immediately.

Divine Wolf Flood: The Warrior of the Wolf thrusts her weapon into the ground, causing a torrent of water to erupt from the ground around her.

All enemies within a 50ft. Radius of the Warrior of the Wolf take 1d8/ level cold damage. Enemies within range of this attack are allowed a reflex throw for half damage. All fires, magical and mundane, within the radius are immediately doused. All people caught within the radius are, similarly, drenched.

Note: The attack must be perform on a solid surface. The range reaches upward, but not downward.

Divine Wolf Crush: The Warrior of the Wolf slams the ground ahead of her with her weapon, creating chunks of earth to erupt forth in a 30ft. cone. Enemies caught within the cone take force damage equal to 1d6/level and are knocked prone. A reflex throw is allowed for half damage; a successful save also negates the prone effect. The squares of the cone become rough terrain.

Note: The attack must be performed on a solid surface. The range reaches upward, but not downward.

Savage Wolf Fury: Savage Wolf Fury costs 4 daily uses of Divine Attacks to initiate and can only be used while within the Heart's Resolve (Level 4). This is a full-round action.

The Warrior of the Wolf's mind and body become a unity for a single goal. Working in harmony, the mind and body move as one and strike a single enemy multiple times before giving a final strike.

The Warrior of the Wolf may select a target within 50ft. and move to an adjacent square without provoking attacks of opportunity. The Warrior of the Wolf then proceeds to make a full attack against the target. The Warrior of the Wolf's full attack can be modified by things such as haste, speed or two-weapon fighting. A final strike is given with the Warrior of the Wolf's primary weapon. This attack does x4 normal damage; however, this attack cannot be a critical. Any effects which would activate on a critical activate automatically.

Code of Conduct: A Warrior of the Wolf fights for the greater good, even if it means dirtying her own hands in the process. If a Warrior of the Wolf willingly commits an evil act against a good person, they will lose all Divine Attacks and Resolve class features. They cannot take another level in Warrior of the Wolf, or use any of the aforementioned class features, until they receive some sort of atonement. This atonement can be the spell, a geas or quest, or a pardon from a notable authority.



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