An awakened Wolf's Monster Class! [Archive] - Wizards Community

Post/Author/DateTimePost
pita

12-27-06, 03:56 PM
Well, my DM forced me to make a monster class if I wanted to play an awakened wolf... so here goes!
The table's a bit akward...
Awakened Wolf (Animal)
Wolves are pack hunters known for their persistence and cunning. Even more so is the awakened wolf. Made into a lethal hunter by druidic magic, these feral hunters are the kings of the nighttime woods.

Awakened Wolf Racial Traits
- +2 Dexterity, +2 Constitution, -6 Intellegence, -4 Charisma. Awakened wolves are initially only a touch smarter than their normal brethren and weaker initially. They get their true powers as they grow.
- +4 racial bonus to Survival when tracking by scent.
- Automatic Languages: Common. Bonus Languages: Same as druid who created wolf.
Class Features
Skills: An awakened wolf gets [4+int modifier]x4 skill points at level 1, and 4+int modifier skill points at level 2.
An awakened wolf's class skills are: Balance, Climb, Hide, Jump, Knowledge (Nature), Listen, Move Silently, Spot, and Survival.
Scent: Awakened wolves have a great sense of smell. They gain the Scent ability as described in the Monster Manual.
Movement Speed: Wolves are faster than most creatures. As an awakened wolf gains levels, his speed becomes greater.
Bite: An awakened wolf gets a bite attack that deals the indicated damage plus 1 ½ strength bonus. It improves with level.
Track: At level 2 an awakened wolf gets Track as a bonus feat, even if he does not have the prerequisites.
Druidic: At level 2 an awakened wolf gets Druidic as a bonus language.
Trip: An awakened wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Level Base Attack Bonus Hit Dice Fortitude Reflex Will Special Movement Speed
1 +0 1d8 +2 +2 +0 Scent, Bite 1d4 30 ft.
2 +1 2d8 +3 +3 +0 Track, +2 Str, +2 Con, +2 Int, +2 Cha, Druidic 40 ft.
3 +1 2d8 +3 +3 +0 Trip, +2 Dex, +2 Wis, +2 Int, +4 Cha Bite 1d6 50 ft.
Ariath Ska'Vhor

12-27-06, 04:42 PM
If they're awakened should they really have that Int and Cha penalty?

Edit: Oh! I'd neglected to notice the bonuses to them in the chart, my apologies.
pita

12-27-06, 04:59 PM
I fixed a few small irks. Dexterity and Constitution are gained instead of Strength and Wisdom, which have replaced them on the chart.
Intellegence ends with no negative as apposed to the -2 it had earlier. Also added languages.


I mainly made the low intellegence and charisma to start them off with "barely understanding the world since they were pups and some druid cast a spell on them" and end with "average".
I used the average roll on the 1d6 for CHA and the average roll on the 3d6 for INT.
If anyone wants to know, I'll be playing an assassin.
Reason for the skill choices: The normal wolf class skills were included, as well as Balance because it makes sense (and because of the ice scene in The Lion, the Witch, and the Wardrobe). Jump because wolves can jump, and climb because they can also climb. Knowledge nature because he's been in the wilds for longer than a druid, and he is smart enough to learn about it.
Tsuul

12-27-06, 05:51 PM
Please, please, don't try to pull infinite trip cheese past your DM, and we can be freinds. Your DM will thank you too! :)
Skills: An awakened wolf gets [4+int modifier]x4 skill points at level 1, and 4+int modifier skill points at level 3. Looks like a simple typo. No extra skill points at level 3, just 1 and 2; those are the levels he gains Hit Dice ect...

Somewhere other then the table you should mention it is a 2 Hit Die class with 1 LA.
I'm not so good at balancing abilities and levels, so I leave that up to better ppl.
Looks good though.
Darth Sephiroth

12-27-06, 05:57 PM
If you're going for a progression like the Savage Progression you'd need to add the actual Wolf stuff (And perhaps even the Dire Wolf expansion as an expansion of it.)
pita

12-27-06, 06:01 PM
I did. I used the d20srd.org material about wolves since I don't own my own MM.
The level 3 thing was a mistake; earlier incarnations had him getting hit dice at levels 1 and 3 instead of 1 and 2.
EDIT- I didn't want this guy for trip cheese.
I wanted him for track as a bonus feat, ya!
I don't know why I wanted him
I'll probably end up with some paladin.
Darth Sephiroth

12-27-06, 08:30 PM
An awakened wolf has 4 HD (2 from the wolf, and 2 from the Awaken spell) which I believe also means that the Wolf becomes Large due to his HD reaching 4 in the wolf advancement portion of it.
strenoth

12-27-06, 11:54 PM
an awakened Wolf would have 4 HD (the spell grants 2 extra HD)

Give it no LA, and just the 4 HD, and it would be fair IMHO
Darth Sephiroth

12-28-06, 01:16 AM
I'd also change the racial traits around, as it is, they're in really bad shape because they lack the capability to wield weaponry.

+2 Strength, +4 Dexterity, +4 Constitution, +2 Intelligence, +2 Wisdom, -2 Charisma
Magical Beast
Speed: 50 ft
Natural Attack: Bite (1d6 melee)
Scent
Low-Light Vision
Dark-Vision 60 ft.
+4 to Survival checks for tracking with Scent
+8 to all checks to diguise the awakened nature
+2 Hide, Listen, Move Silently, and Spot
Cannot Wield normal weapons due to lack of hands, can wear Barding.
+3 Natural Armor
Languages: Common
Bonus Languages: Chosen from the list of languages known by the caster of the Awaken spell
Bonus Feat: Track
Favored Class: Ranger

Explainations
Int Bonus: 3d6 is the standard ability score rolls, this is added to an Int of 2
+2 Skill Bonus': Swiped these from the Dire Wolf actually, they fit as well with the normal Wolf and someone playing one would find them useful.
Disguise Bonus: Limited use, but something very fitting, an Awakened Wolf should be able to pretend to still be a normal wolf.
Track: Well, there are 2 feats for a 2 HD creature, meaning that one of them was a bonus feat, Track seems to fit better than Weapon Focus.
Languages: Modified slightly from the spell, but I think Common would be something easily available and would make life easier for the player, feel free to swap it out if you want.
Favored Class: Picked one that sounded right for a Wolf
Notes: Personally, I find this as an acceptable LA +2 race if you keep the limitations in mind and could be split up into 4 levels for the normal progressions.

As a side note, with your progression, you missed that Awakened Animals are Magical Beasts and have D10 HD. I may work out my own version of this that covers that for you.
Darth Sephiroth

12-28-06, 02:06 AM
Awakened Wolf (Race)
+2 Dexterity, -2 Charisma
Type: Magical Beast (Augmented Animal)
Size: Medium
Speed: 50 ft
Natural Attack: Bite (1d6 melee)
Lesser Scent
Low-Light Vision
Cannot Wield normal weapons due to lack of hands, can wear Barding.
Languages: Common
Bonus Languages: Chosen from the list of languages known by the caster of the Awaken spell
Bonus Feat: Track
Racial Requirements: An Awakened Wolf must progress through the Awakened Wolf racial class. Levels in the Awakened Wolf and Awakened Dire Wolf classes do not count for Favored Class penalties.
Favored Class: Ranger

Awakened Wolf (Savage Progression Prestige Class) v1.1

Hit Die: d10

Class Skills:
PrC Name class skills (and key attribute for each) are Hide (Dex), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis)
Skill Points at Each Level: 2 + Int modifier.

Level BAB Fort Ref Will
------------------------------
1 +1 +2 +2 +0
2 +2 +3 +3 +0
3 +3 +3 +3 +1
4 +4 +4 +4 +1


Level Natural Armor Special Abilities
---------------------------------------------------------------------
1 +0 Weapon Focus (Bite), Disguised Nature, +2 Int, +2 Con
2 +1 Trip, Scent, +2 Dex
3 +1 Dark-Vision 60', +2 Con, +2 Str
4 +2 Large Size, +2 Wis

Class Features:
Weapon and Armor Proficiency: The Awakened Wolf has no proficiencies with weapons or armor.

Natural Armor: A Wolf has natural armor that progresses as it increases its Wolf levels.

Weapon Focus (Bite): The Awakened Wolf gains the Weapon Focus feat as a bonus feat for his bite attack

Disguised Nature: An Awakened Wolf learns to hide its awakened nature and gains a bonus to all Bluff and Disguise attempts to pretend to be a normal wolf.

Ability Boosts: The Awakened Wolf gains a the listed increase in the stat

Scent (Ex): The Awakened Wolf's Lesser Scent ability increases to become Scent, increasing the bonus to tracking by scent from +2 to +4.

Trip: The Awakened Wolf gains the Trip ability

Darkvision (Ex): The Wolf gains the Dark-Vision ability to 60'

Large Size: The Awakened Wolf's size increases to large and gains all the effects of that increase.

Awakened Dire Wolf v1.1

Hit Die: d10

Prerequisites
Race: Awakened Wolf
Special: You must have taken all 4 levels of the Awakened Wolf

Note: Levels in this class continue from the Awakened Wolf

Class Skills:
PrC Name class skills (and key attribute for each) are Hide (Dex), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis)
Skill Points at Each Level: 2 + Int modifier.

Level BAB Fort Ref Will
------------------------------
5 +5 +4 +4 +1
6 +6 +5 +5 +2
7 +7 +5 +5 +2
8 +8 +6 +6 +2


Level Natural Armor Special Abilities
---------------------------------------------------------------------
5 +2 Dire Nature, Continued Disguised Nature, +2 Dex
6 +3 Alertness, +2 Str, +2 Hide, +2 Move Silently
7 +3 Strengthened Bite, +4 Cha
8 +4 Run, +2 Str, +2 Listen, +2 Spot

Class Features:
Weapon and Armor Proficiency: The Awakened Dire Wolf has no proficiencies with weapons or armor.

Natural Armor: The Awakened Dire Wolfs Natural Armor progression continues from its advancement from its Awakened Wolf levels.

Dire Nature: The Disguised Nature bonus applies to disguising ones self as a Dire Wolf as well as a normal bonus.

Improved Disguised Nature: The Disguise bonus continues to increase every other level

Ability Boosts: The Awakened Dire Wolf gains a the listed increase in the stat

Alertness: The Awakened Dire Wolf gains the Alertness feat as a bonus feat.

Skill Boosts: The Awakened Dire wolf gains a racial bonus to the listed skills.

Strengthened Bite: The Awakened Dire Wolfs bite attack improves by 1 die size

Run: The Awakened Dire Wolf gains the Run feat as a bonus feat.
Darth Sephiroth

12-28-06, 02:16 AM
Well, there goes my shot at it, basically put the Awakened Wolf and the Awakened Dire Wolf togather to make a Dire Wolf version.

The Awakened Wolf gets the large size at 4 HD because the Wolfs size increases to Large at 4 HD and with the HD from the Awaken spell the Wolf reaches 4 HD. Thus the Awakened Dire Wolf does not get a second increase
aelryinth

12-28-06, 02:46 AM
Take a look at my Hounds of Haxan post in the Unconn Prestige class stickied competition above:) Might take care of this entire problem for you.

===Aelryinth
pita

12-28-06, 05:39 AM
I like yours better than mine...
Now I must shoot myself...
Well, thank you!
You don't have to write ability bonus as a class feature, and you didn't mention the bonus he gets for being a normal dire/wolf. And also, don't magical beasts have 4 skills per level?
EDIT- The savage species progression thingy... It shouldn't be a prestige class... it should be a monster class. I'm going to play with it as a monster class, you do whatever you want.
pita

12-28-06, 02:16 PM
I made a monster class on my comp. A direwolve's ECL is 9.
first four levels are pretty much what I did with the wolf, but I forgot to include natural armor, which comes at levels two and four. I tweaked the HD and BAB, and added 5 levels to it, where each one gets you +2 Strength, and something else. 5 gets you +1 natural armor. 6 gets you +2 CON. 7 and 8 get you +2 CHA, and 9 gets you +4 STR instead of +2.
Darth Sephiroth

12-28-06, 07:01 PM
I like yours better than mine...
Now I must shoot myself...
Well, thank you!
You don't have to write ability bonus as a class feature, and you didn't mention the bonus he gets for being a normal dire/wolf. And also, don't magical beasts have 4 skills per level?
EDIT- The savage species progression thingy... It shouldn't be a prestige class... it should be a monster class. I'm going to play with it as a monster class, you do whatever you want.

Magical Beasts have 2+Int according to the SRD. As for the PrC type part, that is more to force someone to finish the Awakened Wolf part before going with the dire wolf part, that just makes things easier and allows one to start something else between the two.

I made a monster class on my comp. A direwolve's ECL is 9.
first four levels are pretty much what I did with the wolf, but I forgot to include natural armor, which comes at levels two and four. I tweaked the HD and BAB, and added 5 levels to it, where each one gets you +2 Strength, and something else. 5 gets you +1 natural armor. 6 gets you +2 CON. 7 and 8 get you +2 CHA, and 9 gets you +4 STR instead of +2.

ECL isn't always equal to LA. And yes there are some massive abilities. And by level 8 Dire Wolves are normally rather easy to kill. Their CR is 3 for the base form and an awakened one would be CR 4 due to the extra HD and stat boosts.

The standard Awakened Dire Wolf has the following stat modifications. +14 Str (+8 Size), +6 Dex (-2 Size), +6 Con, +2 Int (due to 3d6+2 Int), +2 Wis, +2 Cha (Due to 1d3+10).

As a side note, I'm thinking about an Awakened Dire Wolf Warhulk just for the heck of it. So a strength off the charts is a fun thing. [18 (Starting)+5 (Levels)+14 (Awakened {dire} Wolf)+20 (Warhulk)+5 (Wish)+8 (Size Increase)=Base STR 70+whatever equipment I can get]
Darth Sephiroth

12-28-06, 08:08 PM
Correction, forgot the Dire Wolf would have already had the STR boost from size so reduced the STR increases to cover that.
pita

12-29-06, 04:51 AM
He gets an additional +2 to DEX?
I didn't see that...
Darth Sephiroth

12-29-06, 08:27 PM
I'd compared the Wolf with the Dire Wolf. The +2 Dex is to bring dex back up after the -2 penalty from the size increase. Increasing from medium to large gives a +8 Str and a -2 Dex as well as a +4 Con and a -1 AC (Meaning that NAR needs an extra boost.
Judging Eagle

12-30-06, 07:01 PM
I made a monster class on my comp. A direwolve's ECL is 9.
first four levels are pretty much what I did with the wolf, but I forgot to include natural armor, which comes at levels two and four. I tweaked the HD and BAB, and added 5 levels to it, where each one gets you +2 Strength, and something else. 5 gets you +1 natural armor. 6 gets you +2 CON. 7 and 8 get you +2 CHA, and 9 gets you +4 STR instead of +2.

Hmm....


A level 9 character that can't normally wear armour, can't use weapons, has worse than monk AC and worse than wizard HP for level 9 is not a level 9 character at all.

Why? It's obvious, the Dire Wolf won't bring as much to the table as a 9th lvl fighter or any other character.


Really, I'd use K & Frank's Unusual Races section to make a creature into a PC (check the Races of War supplement they posted here, link in my sig).


The dire wolf, as a 'character' is really a level 4 character.
CR 3 + 1.
Darth Sephiroth

12-31-06, 03:26 PM
Awakened Dire Wolves are lvel 8 characters due to 8 HD. Which is what I used as my standard and the level 4 for Awakened Wolves.

Awakened Dire Wolves are nowhere near level 9