Werewolf Characters

The material below is designated as open game content.

Although werewolves are created using the same rules as any other character, the following options can be used to enhance their bestial or occult nature in the game. It is up to the Gamesmaster to decide which of the following options is suitable for his campaign.

New Starting Occupations

The possibility that a race of lycanthropes exists alongside normal humans gives rise to a number of potential backgrounds that can be difficult to represent using the core rules. To create characters that have a familiarity with werewolves and their culture, add the following starting occupations to those available in the campaign.

Feral Werewolf

Feral werewolves have let their inner animal run free, either as a result of growing up far from civilization or simply lacking the self-control to tame their wilder impulses to survive in urban environments.
Prerequisites: Werewolf, Con 13, Age 15+
Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.
Climb, Hide, Jump, Listen, Move Silently, Spot, Survival
Bonus Feat: Select either Power Attack, Son of the Moon or Thick Hide.
Wealth Bonus: +1

Urban Werewolf

The urban werewolf is a creature of the cities, comfortable among the teeming throngs of humanity and trained to carefully conceal their true heritage.
The urban werewolf occupation covers any lycanthrope that has grown into adulthood with complete knowledge of their abilities, as well as werewolves that have mastered their inner beast and done their best to live a normal life.
Prerequisite: Werewolf, Age 16+
Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.
Bluff, Disguise, Hide, Intimidate, Knowledge (Streetwise), Move Silently, Sense Motive
Bonus Feat: Select either Alertness, Attentive or Deceptive.
Wealth Bonus: +3

Werewolf Shadow-Warrior

Werewolves are not the only super-natural creatures that lurk under the cover of shadows, and conflict between the supernatural races has been the norm for centuries.
The werewolves have raised some of their number as Shadow-Warriors, urban mercenaries that fight for the protection and glory of their race. Whether they fight with sword, fang or shotgun, they are men and women devoted to waging an invisible war of superiority.
Prerequisite: Werewolf, Age 18+
Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.
Climb, Demolitions, Hide, Knowledge (Arcana), Knowledge (Streetwise), Move Silently, Survival.
Bonus Feat: Select one of the following: Archaic Weapon Proficiency, Combat Martial Arts, Personal Firearms Proficiency or Thick Hide
Wealth Bonus: +2

New Feats

Ferocious Assault

You have learned to make a furious flurry of blows when charging your opponent.
Prerequisite: Improved Natural Attack (Bite, Claws), base attack +8
Benefit: You can attempt a charge attack and still take a special full-attack action using your natural weapons.

Hide of the Wolf

Your natural defenses improve in the grip of your lycanthropic transformation.
Prerequisite: Werewolf, Thick Hide
Benefit: While in werewolf form, your natural armor bonus increases to +4.

Improved Natural Attack [Werewolf]

One of your natural weapons grows more dangerous.
Prerequisite: Natural weapon, base attack bonus +4.
Benefit: Choose either your claws or you bite. The damage for this natural weapon increases one step, as if your size had increased by one category. Claws that inflict 1d4 damage now inflict 1d6, while a bite that inflicts 1d6 damage now inflicts 1d8.
Special: You can take this feat multiple times. Each time you take this feat, you must select a different natural attack.

Improved Natural Healing

You recover from wounds and injury faster than normal.
Prerequisite: Base Fortitude save bonus +5.
Benefit: You recover 2 hit points per character level per rest period (8 hours of sleep). If you undergo complete bed rest (doing nothing for the entire day), you recover 4 hit points per character level per day. Ability damage returns at 2 points for resting 8 hours, or 4 points per day with complete bed rest.
Normal: Normal natural healing is 1 hit point per character level for 8 hours rest, or 2 hit points per character level per day for complete bed rest. Ability damage returns at 1 point for 8 hours rest, or 2 points per day with complete bed rest.

Rend

You can rend your opponents asunder with your claws.
Prerequisite: Werewolf, +4 base attack bonus
Benefit: When you hit with both claw attacks on the same target, you latch onto your opponent’s body and tear at their flesh. You automatically deal 1d4 + ½ your Strength modifier, plus 1 additional point for every five character levels you possess.

Savage Bite

Your sharp fangs can rend opponents with great efficiency.
Prerequisites: Werewolf, +6 base attack bonus
Benefit: Your bite attack now has a critical hit multiplier of x3.

Son of the Moon

Your connection to the moon gives you great strength, but also clouds your judgment.
Prerequisite: Werewolf.
Benefit: When under the open night sky with a visible moon, you gain a +2 enhancement bonus to your Strength and Constitution scores but suffer a –2 penalty to your Intelligence and Wisdom.

Thick Hide

You grow a thick hide that is resistant to damage while in the grip of your lycanthropic transformation
Prerequisite: Werewolf
Benefit: You gain a +2 natural armor bonus to defense while in Werewolf form.

Werewolf Plus

Supernatural blessings coupled with your drive to excel enable you to progress faster toward becoming a deadly lycanthropic creature.
Prerequisite: Werewolf
Benefit: You gain a talent from the Werewolf Racial Hero’s talent trees. The talent must be selected from the following list and you must meet all the prerequisites of a talent to select it.
Damage Reduction 5/Silver, Damage Reduction 10/Silver, Regenerative Transformation, Large Hybrid, Intimidating Gaze, Scent
Special: You may select this feat multiple times. Each time you select this feat, you must choose a different talent.
When using the infectious lycanthropy optional rules, the Control Lycanthropy talent should be added to the prerequisites to this feat.

New Equipment

The presence of lycanthropic creatures in the campaign can have a significant impact on the types of weaponry and technology that is used. Unlike the horror tales of the past, protagonists in gothic-action stories carry around clips of silver bullets and other equipment specially created to deal with supernatural menaces.

Silver Ammunition

Silver ammunition is useful for dealing with werewolves and other supernatural creatures. Silvered ammunition deals lethal damage to regular targets and bypasses the damage reduction of any creature that is vulnerable to silver.
Unless werewolves are a publicly recognized and widespread problem in a campaign, it is rarely available through commercial channels. Most silver ammunition is handcrafted, with each bullet requiring a Craft (mechanical) check (DC 12).
Characters working for organizations dedicated to hunting supernatural menaces may be able to acquire boxes of silver ammunition through specialists or requisition them from their employer. In such cases, silver ammunition increases the DC needed to purchase ammunition for the firearm by +6.

Silver Nitrate Ammunition

This ammunition is a hollow dart filled with liquid silver nitrate. It’s used to deliver silver directly to the bloodstream, and is especially effective against targets that have no resistance against silver weaponry.
If a silver nitrate bullet hits a werewolf or any creature with a vulnerability to silver, the liquid seeps into the blood stream. The silver acts as a poison with a save DC of 15 that inflicts 1d4 points of Constitution damage as both its initial and secondary damage.
Although effective against werewolves and similar creatures, silver nitrate ammunition reduces the damage dealt by 1 die if used against targets that is wearing any sort of armor or has a natural armor bonus of +2 or higher.
Like silver ammunition, silver nitrate shells are rare and only available through specialist channels. Buying silver nitrate ammunition for a firearm increases the purchase DC by +10. Silver nitrate ammunition can only be purchased for pistols and sub-machine guns.

All entries on this wiki are published under the Open Game Licence Version 1.0a. See individual entries for copy of the license and declaration of Open Game Content.