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    Titan in the Playground
     
    Lix Lorn's Avatar

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    Wolfguard

    “Woof.”

    The Wolfguard’s origins lie several years after the creation of the cat burglars. A mercenary outfit calling themselves the Wolfguard were repeatedly failing to protect their employers valuable possessions. Constant failure was destroying their reputation, and one went to a real extreme-he had an arcanist turn him into an expensive looking statue, and hide in a bank vault.

    He got stolen by what appeared to be a cat. When the spell wore off, he cut a small swathe of carnage through the cat burglars guild, and told the secret to his own guild. They met to decide on the route of action, and one rather slow soldier suggested they turn into dogs.
    A brief silence followed, and then they searched for a powerful group of wizards to aid them, giving them similar powers to the cat burglars-the ability to take on several canine forms, with some other magical abilities to support them.

    MAKING A WOLFGUARD
    A Wolfguard is similar in some ways to a Cat Burglar. He can infiltrate households, appearing as a mere animal, but he is far more a combatant than the Burglar. Feats that give you enhanced combat abilities are good-consider Improved Natural Attack.
    Abilities: Strength and Wisdom are the most important abilities for the Wolfguard.
    Races: Humans are the most common race of Wolfguard, although, ironically, some Awakened Cats have been known to take this path, just to give the Burglars a bit more punch.
    Alignment: With their origins as mercenaries, the Wolfguard tend towards neutrality on the good/evil axis, but they tend towards either law or chaos on the law/chaos axis.
    Starting Gold: As Fighter
    Starting Age: As Fighter

    Class Skills The Wolfguard’s class skills (And the key ability for each skill) are Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Sense Motive (Wis), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
    Skill Points at 1st Level: 4+int (Multiply by four)
    Skill Points at each Level: 4+int

    Hit Die: d8

    Wolfguard
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +1
    +2
    +2
    +0
    Hound Form
    2nd
    +2
    +3
    +3
    +0
    Senses of the Wolf
    3rd
    +3
    +3
    +3
    +1
    Naptime Watch
    4th
    +4
    +4
    +4
    +1
    Assumption (Weapons)
    5th
    +5
    +4
    +4
    +1
    Favoured Enemy (+2)
    6th
    +6/+1
    +5
    +5
    +2
    Relentless Fangs, Wolf Form
    7th
    +7/+2
    +5
    +5
    +2
    Assumption (Armour)
    8th
    +8/+3
    +6
    +6
    +2
    Trip
    9th
    +9/+4
    +6
    +6
    +3
    Favoured Enemy (+4)
    10th
    +10/+5
    +7
    +7
    +3
    Great Wolf Form
    11th
    +11/+6/+1
    +7
    +7
    +3
    Preyform
    12th
    +12/+7/+2
    +8
    +8
    +4
    Rending Jaws
    13th
    +13/+8/+3
    +8
    +8
    +4
    Favoured Enemy (+6)
    14th
    +14/+9/+4
    +9
    +9
    +4
    Hybrid Form
    15th
    +15/+10/+5
    +9
    +9
    +5
    All-Seeing Guardian
    16th
    +16/+11/+6/+1
    +10
    +10
    +5
    Wolf Fang
    17th
    +17/+12/+7/+2
    +10
    +10
    +5
    Favoured Enemy (+8)
    18th
    +18/+13/+8/+3
    +11
    +11
    +6
    Alpha Wolf Form
    19th
    +19/+14/+9/+4
    +11
    +11
    +6
    Howl
    20th
    +20/+15/+10/+5
    +12
    +12
    +6
    Terra Wolf

    Weapon and Armour Proficiencies: A Wolfguard is proficient with all simple and martial weapons, any natural weapons they can gain, and all armour, but no shields.

    Hound Form (Su): At will, a Wolfguard can assume the form of a dog as a standard action. In this form, they are a small sized animal with a primary bite attack dealing 1d4 plus their strength modifier damage. They apply the following modifiers to their ability scores: +2 Dex. They retain all other racial ability score modifiers, and all racial abilities that do not rely on something they no longer have. (Apply common sense: Spell like abilities are retained, constrict is not.) They may always choose to suppress any templates they possess that they desire for this time, losing all traits from it. They gain a +2 to spot and listen checks made in this form, and a +1 natural armour bonus.
    They retain all powers of speech, and can talk to canines as if under the effects of Speak With Animals.

    Any items in their possession meld into their new form, unless they could be worn in the new form. (Necklaces and other wondrous items tend to change into fitting forms, such as collars). Items that can be worn, including those that change slightly to fit, including most rings and wondrous items, continue to function.

    This ability counts as Kitty Form for the purposes of prerequisites, but be warned! Major flavour reworkings could and likely will be necessary.

    Senses of the Wolf (Ex): A Wolfguard of at least 2nd level gains Scent, low light vision, and the Track feat in any form.

    Naptime Watch (Sp): A Wolfguard of 3rd level can cast Alarm as a spell like ability at will. They may only use this ability to target their own location, and always use the mental version. However, its range is equal to your sight radius. Most commonly, Wolfguard use this to take a nap while still keeping guard.
    This spell is always obvious in some way, often taking the form of a glowing eye above the wolfguard's head.

    Assumption (Weapons) (Su): A Wolfguard of 4th level or higher takes on some of the abilities of their weapons with their attacks. When using their Hound, Wolf, Great Wolf or Alpha Wolf Form abilities, their weapons meld into them as normal. However, their bite attack uses the damage, crit range, and crit multiplier of the weapon, unless they would normally be better. In addition, it gains the properties of any special material one weapon they held possessed, as well as any magical enhancements.
    (For example, a 4th level Wolfguard with a +1 Keen greatsword now has a bite attack at +1 to hit, dealing 2d6+1+Str damage, with a 17-20 crit range.)

    Favoured Enemy: At 5th level, a Wolfguard gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against felines. Likewise, he gets a +2 bonus on weapon damage rolls against felines. They also gain these benefit against any creature which has used magic or any other ability to shapechange into a feline form in the last 24 hours.
    At 9th level and every fourth level after, these bonuses increase by two.

    Relentless Fangs: A wolfguard of 6th level, whenever in a form with a natural bite attack, may make iterative bite attacks, as long as their base attack bonus is high enough.

    Wolf Form (Su) At 6th level, a Wolfguard can take on the form of a wolf as a standard action at will. At this point, they can use their Hound form ability as a move action.
    In Wolf form, they are a medium sized animal with a primary bite attack dealing 1d6 plus their strength modifier damage. They apply the following racial modifiers to their ability scores: +2 Str, +2 Dex, +2 Con. They retain all other racial ability score modifiers, and all racial abilities that do not rely on something they no longer have. (Apply common sense: Spell like abilities are retained, constrict is not.) They may always choose to suppress any templates they possess that they desire for this time, losing all traits from it. They gain a +2 to spot and listen checks made in this form, and a +2 natural armour bonus.
    They retain all powers of speech, and can talk to canines as if under the effects of Speak With Animals.

    Any items in their possession meld into their new form, unless they could be worn in the new form. (Necklaces and other wondrous items tend to change into fitting forms, such as collars). Items that can be worn, including those that change slightly to fit, including most rings and wondrous items, continue to function.

    Assumption (Armour) (Su): A Wolfguard of at least 7th level can retain defensive abilities when using their abilities. When using their Hound, Wolf, Great Wolf or Alpha Wolf Form abilities, their armour melds into them as normal, but continues to function regardless. Their armour bonus, arcane spell failure, max dex bonus, armour check penalty and maximum speed is the same as it would be if they were wearing the armour normally.
    This ability does not apply to shields.

    Trip (Ex): A Wolfguard of at least 8th level can, whenever he successfully strikes an opponent with a bite attack, attempt to trip his opponent as a free action without making a touch attack or provoking an attack of opportunity. If the trip attack fails, the opponent cannot react to trip the Wolfguard.

    Great Wolf Form (Su) At 10th level, a Wolfguard may take the form of a Great, or Dire Wolf. In addition, they may take Wolf form as a move action, or Hound form as a free action.

    In Great Wolf form, they are a large sized animal with a primary bite attack dealing 1d8 plus their strength modifier damage. They apply the following racial modifiers to their ability scores: +4 Str, +2 Dex, +4 Con. They retain all other racial ability score modifiers, and all racial abilities that do not rely on something they no longer have. (Apply common sense: Spell like abilities are retained, constrict is not.) They may always choose to suppress any templates they possess that they desire for this time, losing all traits from it. They gain a +2 to spot and listen checks made in this form, and a +3 natural armour bonus.
    They retain all powers of speech, and can talk to canines as if under the effects of Speak With Animals.

    Any items in their possession meld into their new form, unless they could be worn in the new form. (Necklaces and other wondrous items tend to change into fitting forms, such as collars). Items that can be worn, including those that change slightly to fit, including most rings and wondrous items, continue to function.

    Preyform (Sp): A number of times per day equal to their Wis modifier, a Wolfguard of at least 11th level may cast Baleful Polymorph on one target creature within 25 feet. However, the spells duration is the Wolfguard’s Wis modifier in hours. The creature the target is polymorphed into is always a housecat. The save DC for this ability is equal to 10+1/2 class level +Wis mod.

    Rending Jaws (Ex): A 12th level, a Wolfguard can cause horrible damage with their teeth. Whenever they successfully deal damage with a Bite attack, they also deal a point of constitution damage.

    Hybrid Form (Su): At 14th level, a Wolfguard may take the form of a strange Wolf-Human hybrid. In addition, they may take Great Wolf form as a move action, or Wolf or Hound form as a free action.

    In Hybrid form, they are a large sized humanoid with a primary bite attack dealing 1d8 plus their strength modifier damage. They apply the following racial modifiers to their ability scores: +4 Str, +2 Dex, +4 Con, but retain their normal ability scores and all racial abilities as normal. They may always choose to suppress any templates they possess that they desire for this time, losing all traits from it. They gain a +2 to spot and listen checks made in this form, and a +3 natural armour bonus.
    They retain all powers of speech, and can talk to canines as if under the effects of Speak With Animals.

    Unlike other forms, this form has a humanoid body shape, including opposable thumbs, and thus uses weapons, armour and other magic items as normal.

    All Seeing Guardian (Sp): A Wolfguard of at least 15th level can cast True Seeing at will, on themselves only.

    Wolf Fang (Ex): A Wolfguard of at least 16th level is a terrifying opponent. Their fangs cause terrifying damage-when using a bite attack, their critical multiplier is always at least x3, and their critical threat range is never lower than 19-20.

    Alpha Wolf Form (Su): At 18th level, a Wolfguard may take the form of a Wolf of terrifying size. In addition, they may take Hybrid form as a move action, or Great Wolf, Wolf or Hound form as a free action.

    In Alpha Wolf form, they are a huge sized animal with a primary bite attack dealing 2d6 plus their strength modifier damage. They apply the following racial modifiers to their ability scores: +8 Str, +2 Dex, +6 Con. They retain all other racial ability score modifiers, and all racial abilities that do not rely on something they no longer have. (Apply common sense: Spell like abilities are retained, constrict is not.) They may always choose to suppress any templates they possess that they desire for this time, losing all traits from it. They gain a +2 to spot and listen checks made in this form, and a +4 natural armour bonus.
    They retain all powers of speech, and can talk to canines as if under the effects of Speak With Animals.

    Any items in their possession meld into their new form, unless they could be worn in the new form. (Necklaces and other wondrous items tend to change into fitting forms, such as collars). Items that can be worn, including those that change slightly to fit, including most rings and wondrous items, continue to function.

    Howl (Su) A Wolfguard of 19th level can, as a Full Round action, produce a howl of such power and chilling energy that it harms and terrifies all that hear it. All beings within a 60ft cone take 10d6 points of sonic damage, as well as being stunned for 1 round. They may negate the stunning and halve the damage with a fortitude save. In addition, they must make a will save or be panicked for a number of rounds equal to the Wolfguard’s Wisdom modifier.

    All beings within one mile must pass a will save or become shaken for a number of rounds equal to the Wolfguard’s Charisma modifier.

    This ability may be used a number of times per day equal to the Wolfguard’s Wisdom modifier. The save DCs for this ability are equal to 10+1/2 class level+wisdom modifier.

    Terra Wolf (Su) One per day, a 20th level Wolfguard can take the form of a wolf of tremendous size. In addition, they may use any other hound or wolf form they possess as a free action.

    In the Terra Wolf Form, they are a colossal sized animal with a primary bite attack dealing 3d6 plus their strength modifier damage. They apply the following racial modifiers to their ability scores: +10 Str, +2 Dex, +10 Con. They retain all other racial ability score modifiers, and all racial abilities that do not rely on something they no longer have. (Apply common sense: Spell like abilities are retained, constrict is not.) They may always choose to suppress any templates they possess that they desire for this time, losing all traits from it. They gain a +2 to spot and listen checks made in this form, and a +8 natural armour bonus.
    They retain all powers of speech, and can talk to canines as if under the effects of Speak With Animals.

    Any items in their possession meld into their new form, unless they could be worn in the new form. (Necklaces and other wondrous items tend to change into fitting forms, such as collars). Items that can be worn, including those that change slightly to fit, including most rings and wondrous items, continue to function.

    PLAYING A WOLFGUARD
    You are a guardian, a defender, and a warrior. Sure, sometimes you want to curl up by the fire, but mostly you are raring to fight. You are the guard dog of unusual size outside that household, the softly growling wolf at the side of the supreme hunter, and the loyal hound that guards the camp.
    Religion: Deities of order, honour or of combat are popular.
    Other Classes: Rangers and druids often get on well with Wolfguards, who have even been known to act as animal companions.
    Combat: Rely on high stats and powerful abilities. At higher levels, armour subsumes into your form, allowing you the protection you need to fight at full power.
    Advancement: Barbarian is a common multiclass choice, as is Paladin. Bards are also common-if you ever meet a singing wolf, it was probably a Wolfguard/Bard.

    WOLFGUARD IN THE WORLD
    ”Next time I see that mongrel I will tear his sorry tail out.” ~Pinky, infamous Cat Burglar
    Few people know of the existence of Wolfguard, although those who have heard of them generally applaud their reliability and power, although their chaotic streak when not at work is less helpful.
    Daily Life: Some Wolfguard have a vigorous training regimen they perform every morning. Others lie in front of the fire until noon, but all of them make a point to chase any cat they see.
    Notables: Ragnar, one of the founding members of the Wolfguard, was the mortal enemy of Pinky-or so Ragnar liked to claim.
    On the other end of the spectrum, Billy, an unassumingly named Cat Burglar, stole the secrets of the Wolfguard, becoming a being of consummate stealth and might that was hated wholeheartedly by the creators of the art, and hailed as a hero by other Cat Burglars.
    Organisations: Almost all Wolfguard belong to the organisation of the same name, with most of the remainder being traitors who work for the Cat Burglar guilds.

    NPC Reaction
    Wolfguard are sometimes mistaken for Werewolves, which has got them chased out of more than one small village. On the other hand, those in the know tend to consider them somewhere between heroic mercenaries and sellouts who aid the rich in staying it.

    WOLFGUARD IN THE GAME
    Wolfguard render the standard fighter likely useless, but many classes do. They have decent combat abilities, and some tracking prowess.
    Adaption: The Wolfguard could be a druidic group, an elite royal guard, or many other different origins.
    Encounters: Maybe the PCs try to infiltrate a compound guarded by a Wolfguard, or they could be aided by one when attacking a Cat Burglar guild.

    FEATS
    Spoiler
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    Adorable Hound
    Prerequisites: About to or have taken at least one level of Wolfguard.
    Benefit: Your class abilities usually based on Wisdom are based on Charisma instead.
    Normal: You're less cuddly and more wise.

    Smart Dog
    Prerequisites: About to or have taken at least one level of Wolfguard.
    Benefit: Your class abilities usually based on Wisdom are based on Intelligence instead.
    Normal: You're not clever so much as wily.
    Last edited by Lix Lorn; 2014-04-04 at 11:20 AM.
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