a necromancer's grimoire - marchen der daemonwulf ii

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Page 1: A Necromancer's Grimoire - Marchen Der Daemonwulf II

Alex Riggs, Joshua Zaback, Justin Holloway

A Necromancer’s Grimoire:

Märchen der Dæmonwulf

II

Page 2: A Necromancer's Grimoire - Marchen Der Daemonwulf II
Page 3: A Necromancer's Grimoire - Marchen Der Daemonwulf II

Veren slipped out his window, climbing nimbly down to the cobblestones below. The night sky wasdear, and the large, full moon dominated the sky as though someone had simply cut a hole in the

h&M'llS and light was shining through from outside. Despite this, a thick mist dung to the streets ofVeren's hometown ofTerrybrook, shrouding its streets in a sort of ethereal dimness of hazy shadows.

Veren wasn't bothered by the mists, however. Weeks ago, he might have been, but now hecould seethrough the mist as though it were the middle of the day, and in a moment now, even ifhe dosed his eyes

he'd still beable to navigate perfectly.

He dosed his eyesand concentrated on the transformation. It had taken hima long time to be ableto control them. At first, right after he'd been bitten, he had thought that he would nevl"r beable to gain

control, and that his life as a human was over-that soon, nothing would be left but a bloodthirstyanimal. VVith time, and patience, however, he had come to tenns with what he now was: a werewo\£

The key, he'd discovered, was a careful balance bern~n the two parts of himself: he could nevl"rcompletely forsake the dark side, the side that yearned to taste the blood ofa fresh kill, that constantlyscreamed for him to seek out prey, that burned with such a passionate fury. It would always be a part ofhim, as much as the lighter side, the side that was horrified to awake CO'Il'red in blood, that only wanted

to live a quiet, normal life. He couldn't just ignore the bedst: he had to work with it.

That was why he had stilrted these nightly excursions, to roam the streets ofTerrybrook while itsresidents slept. Well, that was onlysort of true--he had rOdmed the streets before he had gained control,

or at least halfof him had. He just didn't like to think about that.

Before long he was outside the town proper, in the fields and meadows that surrounded Terrybrook.He broke into a run, all four paws pounding against the ground, his silveryooat gleaming in the

moonlight. Fora while he just enjoyed the activity, the exhilarating feel ofrunning as fast as he could,tearing across the gently rolling hills. Aftera short time, though, he got down to work.

He found the nearest rOdd and began trdVl'ling up and down it, using his heightened wolfs nose tosearch for unfamiliar scents. He quickly identified the trails ofa number of fdJIllers who brought their

crops into market once a week, some of the scents were nearly three weeks old. He also identified anumber of the village children, and made a mental note to talk to some of the younger of them: theyweren't supposed to be venturing out this far. Hewasn't sure exactly how he'd confront them without

admitting how he had found out, but hewould think of something.

After nearly an hour of searching, he found what he was looking for: an unfamiliar scent. It wasfresh, but then, it l,t"()uld have been: he was out "on patrol" most nights, soany new scents would have

had to have been made in the last day or so.

He followed the trail for a few miles, slowing as he saw the lights and heard the noises that weretelltale signs that he had reached his quarry's camp. They had settled in a small copse of trees, where thenearby wood had encroached enough on the plains to hide a camp, but still quite near the road. He creptthrough the trees, careful not to do anything that might giveaway his presence. First, he needed to learnmore about these strangers. l.uckily, with his enhanced senses, he could see them from far further away

than they would evl"r hope to see him, and he could hear them dearly as well.

Veren slipped out his window, climbing nimbly down to the cobblestones below. The night sky wasdear, and the large, full moon dominated the sky as though someone had simply cut a hole in the

h&M'llS and light was shining through from outside. Despite this, a thick mist dung to the streets ofVeren's hometown ofTerrybrook, shrouding its streets in a sort of ethereal dimness of hazy shadows.

Veren wasn't bothered by the mists, however. Weeks ago, he might have been, but now hecould seethrough the mist as though it were the middle of the day, and in a moment now, even ifhe dosed his eyes

he'd still beable to navigate perfectly.

He dosed his eyesand concentrated on the transformation. It had taken hima long time to be ableto control them. At first, right after he'd been bitten, he had thought that he would nevl"r beable to gain

control, and that his life as a human was over-that soon, nothing would be left but a bloodthirstyanimal. VVith time, and patience, however, he had come to tenns with what he now was: a werewo\£

The key, he'd discovered, was a careful balance bern~n the two parts of himself: he could nevl"rcompletely forsake the dark side, the side that yearned to taste the blood ofa fresh kill, that constantlyscreamed for him to seek out prey, that burned with such a passionate fury. It would always be a part ofhim, as much as the lighter side, the side that was horrified to awake CO'Il'red in blood, that only wanted

to live a quiet, normal life. He couldn't just ignore the bedst: he had to work with it.

That was why he had stilrted these nightly excursions, to roam the streets ofTerrybrook while itsresidents slept. Well, that was onlysort of true--he had rOdmed the streets before he had gained control,

or at least halfof him had. He just didn't like to think about that.

Before long he was outside the town proper, in the fields and meadows that surrounded Terrybrook.He broke into a run, all four paws pounding against the ground, his silveryooat gleaming in the

moonlight. Fora while he just enjoyed the activity, the exhilarating feel ofrunning as fast as he could,tearing across the gently rolling hills. Aftera short time, though, he got down to work.

He found the nearest rOdd and began trdVl'ling up and down it, using his heightened wolfs nose tosearch for unfamiliar scents. He quickly identified the trails ofa number of fdJIllers who brought their

crops into market once a week, some of the scents were nearly three weeks old. He also identified anumber of the village children, and made a mental note to talk to some of the younger of them: theyweren't supposed to be venturing out this far. Hewasn't sure exactly how he'd confront them without

admitting how he had found out, but hewould think of something.

After nearly an hour of searching, he found what he was looking for: an unfamiliar scent. It wasfresh, but then, it l,t"()uld have been: he was out "on patrol" most nights, soany new scents would have

had to have been made in the last day or so.

He followed the trail for a few miles, slowing as he saw the lights and heard the noises that weretelltale signs that he had reached his quarry's camp. They had settled in a small copse of trees, where thenearby wood had encroached enough on the plains to hide a camp, but still quite near the road. He creptthrough the trees, careful not to do anything that might giveaway his presence. First, he needed to learnmore about these strangers. l.uckily, with his enhanced senses, he could see them from far further away

than they would evl"r hope to see him, and he could hear them dearly as well.

Page 4: A Necromancer's Grimoire - Marchen Der Daemonwulf II

Therewere six of them. Theywere gathered around a large campfire, bedroUs laid out around it.T~"() ofthem were sleeping, orat least appeared to be. The others were sitting around the fire, drinking

and laughing. They all wore dirty leather annor that stank-----even from this distance-of blood andsweat. Each of them wore at l&lst oneW&lpon on their person, though Verenguessed that most of them

had more secreted away about their persons.

Their leader had gr&lSY black hair that was pulled into a ponytail, and wore an eyl"patch owr his lefteyl", with a vertical scar bisecting both lips. Veren recognized him immediately: he was Black Bernard, an

infamous bandit. Veren had seen his face on the wanted posters that had been brought to town a fewdays back. He had committed dozens of heinous crimes in the north, including apparently burning anorphanage. Veren could feel the rage building inside of him. That man ~"()uld not be aUowed anywhere

near Terrybrook.

As though to confinn Veren's rising anger, the man began to tell a story-jovially, in the way onemight tell a favorite joke-ofhow he had murdered a beggar and taken his begging bowl. The rest of his

gang gufldwed with laughter, and though not all of it sounded quite genuine, Veren no longer cared: evenpretending to laugh at such a joke made the rest of them nearly as bad as their l&lder.

With a snarl, he leapt out of the underbrush and into their camp, his fonn twisting and shiftingmid-air from that ofa large wolf into a sort of man-beast hybrid. Without skipping a beat, he shreddedthe n&lrest bandit's annorwith his claws, his fangs ripping through the man's thro.lt as easily as ifhe

were slicing a cheese.

He wason the second bandit before the rest had had time to react, breaking his ne<:kwith a singleswipe of his massive from limb. By then, though, the others had at l&lst had time to draw theirw&lpons

and shout out curses ofastonishment. As he closed on the third, the man slashed at him with a shortsword, but it barely scratched Veren's lycanthropically-augmented skin. The man was d&ld before he got

a second swing.

The sleeping men were still struggling to get out of their bedrolls, so Veren dosed on Bernard, whohad drawna curved, foreign-looking blade that gleamed in the moonlight. He was a better swordsmanthan his underlings had been, and Veren knew that he had to be careful, but he didn't care. He charged

recklessly at the man, throwing his fuU weight into the attack. The bandit dodged neatly, and left ajagged cut along Veren's side that burned like fire.

With a howl of rage, Veren pounced on the man, driving him to the ground and savaging the man'schest with his fangs., gouging a bloody hole through the man's chest. Bernard was determined to exact a

price, however, and as Veren's bloodlust dimmed, he realized that he had impaled himselfon the bandit'ssword.

He heaved himself offof it and collapsed onto the ground. II feels worse lhan il is, he thought tohimself. I've been hurt worse than this before, ir'lI h{'dl...ew..nwally. He didn't have any energy left in him

for the moment, hov.~r, and he didn't ewn consider trying to chase after the other two bandits, whofled. All in <III, nor a bdd nighl's work, he thought to himself as sleep and W&lriness owrtook him. Ir m<lY

nor quite be justice. bur <11 le<lSI the beasr is S<Jtisfied.

Therewere six of them. Theywere gathered around a large campfire, bedroUs laid out around it.T~"() ofthem were sleeping, orat least appeared to be. The others were sitting around the fire, drinking

and laughing. They all wore dirty leather annor that stank-----even from this distance-of blood andsweat. Each of them wore at l&lst oneW&lpon on their person, though Verenguessed that most of them

had more secreted away about their persons.

Their leader had gr&lSY black hair that was pulled into a ponytail, and wore an eyl"patch owr his lefteyl", with a vertical scar bisecting both lips. Veren recognized him immediately: he was Black Bernard, an

infamous bandit. Veren had seen his face on the wanted posters that had been brought to town a fewdays back. He had committed dozens of heinous crimes in the north, including apparently burning anorphanage. Veren could feel the rage building inside of him. That man ~"()uld not be aUowed anywhere

near Terrybrook.

As though to confinn Veren's rising anger, the man began to tell a story-jovially, in the way onemight tell a favorite joke-ofhow he had murdered a beggar and taken his begging bowl. The rest of his

gang gufldwed with laughter, and though not all of it sounded quite genuine, Veren no longer cared: evenpretending to laugh at such a joke made the rest of them nearly as bad as their l&lder.

With a snarl, he leapt out of the underbrush and into their camp, his fonn twisting and shiftingmid-air from that ofa large wolf into a sort of man-beast hybrid. Without skipping a beat, he shreddedthe n&lrest bandit's annorwith his claws, his fangs ripping through the man's thro.lt as easily as ifhe

were slicing a cheese.

He wason the second bandit before the rest had had time to react, breaking his ne<:kwith a singleswipe of his massive from limb. By then, though, the others had at l&lst had time to draw theirw&lpons

and shout out curses ofastonishment. As he closed on the third, the man slashed at him with a shortsword, but it barely scratched Veren's lycanthropically-augmented skin. The man was d&ld before he got

a second swing.

The sleeping men were still struggling to get out of their bedrolls, so Veren dosed on Bernard, whohad drawna curved, foreign-looking blade that gleamed in the moonlight. He was a better swordsmanthan his underlings had been, and Veren knew that he had to be careful, but he didn't care. He charged

recklessly at the man, throwing his fuU weight into the attack. The bandit dodged neatly, and left ajagged cut along Veren's side that burned like fire.

With a howl of rage, Veren pounced on the man, driving him to the ground and savaging the man'schest with his fangs., gouging a bloody hole through the man's chest. Bernard was determined to exact a

price, however, and as Veren's bloodlust dimmed, he realized that he had impaled himselfon the bandit'ssword.

He heaved himself offof it and collapsed onto the ground. II feels worse lhan il is, he thought tohimself. I've been hurt worse than this before, ir'lI h{'dl...ew..nwally. He didn't have any energy left in him

for the moment, hov.~r, and he didn't ewn consider trying to chase after the other two bandits, whofled. All in <III, nor a bdd nighl's work, he thought to himself as sleep and W&lriness owrtook him. Ir m<lY

nor quite be justice. bur <11 le<lSI the beasr is S<Jtisfied.

Page 5: A Necromancer's Grimoire - Marchen Der Daemonwulf II

lmqe: A 18th crntury ""17M", dl'pictirlw A wolf AttAck

fn>mJe>bAnn Geileo-von~•• tMEmft$(.s>6l

Werewolf Feats

Most of the feats listed in this book arewerewolffeats, denoted by the tag*lwerewolf]" next to the name of the feat.Werewolf feats are not subject to any specialrules, and there are no special prerequisites

Most ofthese flSlts reference one or more ofthe flSlts from the original Mdf"Cfwn derlJdemonwlJ/f, especially the Curse ofthe BeastflSlt. which seI'\.'l'S as the "aning point forYo'el'l"\\U1ws built using this method. All of thefNts that an' dU«tly referenced by feats in this

F•••'"'.s book GIll be found in the next section,Updated Feats, but players int~ed in a ",idearrayofdiffel'ellt Yo'll!Tll!Vo'O!f feats may want toconsidel" looking at tbe original book, ",iJ.i.chcontained a large number ofYo'l'l'l"\\vlf-rdatedfeats flO( included in this book.

Fin.ally, the book provides five alternateapproaches tov.-erel<-vl...es in the fonn oflemplates,monsters, and a new pla~r race, which are designedto ensure that the book contdins somelhing forl"\'l'ryone. from frighteningand dangerousmonstrosities thai a GM can throw al his pl3yers. to away forplayers 10 create a '\w>If man" characterwithout~ a nwnber offlSlts, and quite a bit inben.een.

~ follO'lO-ing feats an'designed to simulate thevarious abilities and paY>'l'I'S attributed to 'o\'l'rewoh'l'Sin legends, folklore. books, 1DO'o'ies, comics, videogames, and other media. In this way, a pla)'l'r may"build" their Yo't'reI'ovlf, selecting feats which grantabilities and effects which lend themselves to tbekind ofYo'l'reI'ovlf the player wants to play. In this way,each werewolfcreated using these feats will beunique, with powI!rsand abilities which make itdistinct evt'n from otherWl"re.....olvt>s built with thismethod, and allowing a remarkable degree ofcustorniozability.

Introduction

This book is designed to provide a weallh ofoptions for playen; interested in playing werewolfcharacters, providing support COl" a wide met)' ofdifferent kinds ofwel'l"\\VM5, with po....ers designedto emulate a hu~ arTily ofdifferent Illerewolf media.from contemporary books and lDO'I'ies to old-worldmyths aoo legends. Building on the foundationprovided by the original M.ll'l:hen der lJdemonwtl/f,this book continues to focus on "werewolf flSla;which allow character.; to build their own werewolf,selecting the powers that match their ideal vision ofa'o\'l'l'l"\\vlf, and ignoring the ones thaI don't. The bookincludes SO new feats, plus a nUJnbel- of the moreimponant feats from the original, updated andclarified with new 'o\'Or'ding.

The book also includes the pack lord prestigeclass, which givt's a slightly different take onwerewol\'l'S, and focuses not on transfonning into amonster, but rather on controlling and leading a"pack" consisting of both powerfully augmentedwolvt>s and also ofhuIThlnoidsas well.

lmqe: A 18th crntury ""17M", dl'pictirlw A wolf AttAck

fn>mJe>bAnn Geileo-von~•• tMEmft$(.s>6l

Werewolf Feats

Most of the feats listed in this book arewerewolffeats, denoted by the tag*lwerewolf]" next to the name of the feat.Werewolf feats are not subject to any specialrules, and there are no special prerequisites

Most ofthese flSlts reference one or more ofthe flSlts from the original Mdf"Cfwn derlJdemonwlJ/f, especially the Curse ofthe BeastflSlt. which seI'\.'l'S as the "aning point forYo'el'l"\\U1ws built using this method. All of thefNts that an' dU«tly referenced by feats in this

F•••'"'.s book GIll be found in the next section,Updated Feats, but players int~ed in a ",idearrayofdiffel'ellt Yo'll!Tll!Vo'O!f feats may want toconsidel" looking at tbe original book, ",iJ.i.chcontained a large number ofYo'l'l'l"\\vlf-rdatedfeats flO( included in this book.

Fin.ally, the book provides five alternateapproaches tov.-erel<-vl...es in the fonn oflemplates,monsters, and a new pla~r race, which are designedto ensure that the book contdins somelhing forl"\'l'ryone. from frighteningand dangerousmonstrosities thai a GM can throw al his pl3yers. to away forplayers 10 create a '\w>If man" characterwithout~ a nwnber offlSlts, and quite a bit inben.een.

~ follO'lO-ing feats an'designed to simulate thevarious abilities and paY>'l'I'S attributed to 'o\'l'rewoh'l'Sin legends, folklore. books, 1DO'o'ies, comics, videogames, and other media. In this way, a pla)'l'r may"build" their Yo't'reI'ovlf, selecting feats which grantabilities and effects which lend themselves to tbekind ofYo'l'reI'ovlf the player wants to play. In this way,each werewolfcreated using these feats will beunique, with powI!rsand abilities which make itdistinct evt'n from otherWl"re.....olvt>s built with thismethod, and allowing a remarkable degree ofcustorniozability.

Introduction

This book is designed to provide a weallh ofoptions for playen; interested in playing werewolfcharacters, providing support COl" a wide met)' ofdifferent kinds ofwel'l"\\VM5, with po....ers designedto emulate a hu~ arTily ofdifferent Illerewolf media.from contemporary books and lDO'I'ies to old-worldmyths aoo legends. Building on the foundationprovided by the original M.ll'l:hen der lJdemonwtl/f,this book continues to focus on "werewolf flSla;which allow character.; to build their own werewolf,selecting the powers that match their ideal vision ofa'o\'l'l'l"\\vlf, and ignoring the ones thaI don't. The bookincludes SO new feats, plus a nUJnbel- of the moreimponant feats from the original, updated andclarified with new 'o\'Or'ding.

The book also includes the pack lord prestigeclass, which givt's a slightly different take onwerewol\'l'S, and focuses not on transfonning into amonster, but rather on controlling and leading a"pack" consisting of both powerfully augmentedwolvt>s and also ofhuIThlnoidsas well.

Page 6: A Necromancer's Grimoire - Marchen Der Daemonwulf II

Table I-I: FeatsFeatAlpha's Ga:£e

Bestial Gaze

Blinding Gaze

Channing Ga:£e

Damaging Gaze

Prerequisite DescrilltiollCurse of the Beast Stare your prey into submission.

Alpha's Gaze, Curse of the Beast, character Impose miss chance or blind foes thatlevel 9th meet your gaze.Alphas Gaze, Curse of the Beast, character Charm or compel foes that meet yourlevel sth gaze.

Alpha's Ga:£e, Blinding Gaze. Curse of Ihe Nauseate or outright slay f(}l'5 who meetBeast, Damaging Gaze, character levellsth your ga:£e.

Deadly Gaze

AnimalAthleticismAnimalMagnetismBlood-FreezingHowlBone ShatteringHowlCrippling Bite

Deadly Howl

Dt-afening Howl

DemoralizingHowl

Destructive Howl

Diseased Bite

E~tra Poison

Feral Agility

Feral Endurance

Feral Speed

Feral Strength

Feral Toughness

Greater ScentHunter's StealthHybrid FormWeapon Master

Hybrid Fury

Curse of the Beast

Handle Animal 10 ranks, Curse of theBeastCurse of the Beast, Howl of the NightHunter, character levellsthCurse of the Beast, Howl ofthe NightHunterCurse of the Beast, Greatwulf FormCurse of the Beast, Howl of the NightHunter, character levellzthCurse of the Beast, Howl ofthe NightHunterCurse of the Beast, Howl ofthe NightHunterCurse of the Beast, Howl of the NightHunterBite attackCurse of the Beast, Poisonous Bite,character levelsthDe~ 15. Curse of the Beast

Con 15, Curse of the Beast

Curse of the Beast, 6o-ft. land speed

Str IS, Curse of the Beast

Curse of the Beast, +2 natural armor

Curse of the Beast, Improved ScenlStealth 10 ranks, Curse of the Beast

Curseoflhe Beast, Hyrbid Form

Curse of the Beast, Hybrid Form,character level loth

Gain a bonus to Acrobdtics, Climb. andSwim when transformed,Animal creatures won't attack youunless provoked.ParalY-le a single creature with anunearthly howl.Deal sonic damage to creatures withyour Howl ofthe Night Hunter.Your bite can disable foes.Scare a single creature 10 death withyour unearthly howl.Your Howl ofthe Night Hunter alsodeafens foes.Demoralize all creatures in a 120-fl.cone with a howl.Release a powerful howl that shattersobjects.Your bite carries diseases.Gain three additional daily uses of yourpoisonous bite.You're more agile while transformed.

You're more durable while transformed.You manuever better when runningwhile transfonned.You are stronger while transfonned.

You're stealthier while transformed,You no longer suffer a penalty forwielding weapons in hybrid form,Make e~tra attacks after successful hitswhen in hybrid form.

Table I-I: FeatsFeatAlpha's Ga:£e

Bestial Gaze

Blinding Gaze

Channing Ga:£e

Damaging Gaze

Prerequisite DescrilltiollCurse of the Beast Stare your prey into submission.

Alpha's Gaze, Curse of the Beast, character Impose miss chance or blind foes thatlevel 9th meet your gaze.Alphas Gaze, Curse of the Beast, character Charm or compel foes that meet yourlevel sth gaze.

Alpha's Ga:£e, Blinding Gaze. Curse of Ihe Nauseate or outright slay f(}l'5 who meetBeast, Damaging Gaze, character levellsth your ga:£e.

Deadly Gaze

AnimalAthleticismAnimalMagnetismBlood-FreezingHowlBone ShatteringHowlCrippling Bite

Deadly Howl

Dt-afening Howl

DemoralizingHowl

Destructive Howl

Diseased Bite

E~tra Poison

Feral Agility

Feral Endurance

Feral Speed

Feral Strength

Feral Toughness

Greater ScentHunter's StealthHybrid FormWeapon Master

Hybrid Fury

Curse of the Beast

Handle Animal 10 ranks, Curse of theBeastCurse of the Beast, Howl of the NightHunter, character levellsthCurse of the Beast, Howl ofthe NightHunterCurse of the Beast, Greatwulf FormCurse of the Beast, Howl of the NightHunter, character levellzthCurse of the Beast, Howl ofthe NightHunterCurse of the Beast, Howl ofthe NightHunterCurse of the Beast, Howl of the NightHunterBite attackCurse of the Beast, Poisonous Bite,character levelsthDe~ 15. Curse of the Beast

Con 15, Curse of the Beast

Curse of the Beast, 6o-ft. land speed

Str IS, Curse of the Beast

Curse of the Beast, +2 natural armor

Curse of the Beast, Improved ScenlStealth 10 ranks, Curse of the Beast

Curseoflhe Beast, Hyrbid Form

Curse of the Beast, Hybrid Form,character level loth

Gain a bonus to Acrobdtics, Climb. andSwim when transformed,Animal creatures won't attack youunless provoked.ParalY-le a single creature with anunearthly howl.Deal sonic damage to creatures withyour Howl ofthe Night Hunter.Your bite can disable foes.Scare a single creature 10 death withyour unearthly howl.Your Howl ofthe Night Hunter alsodeafens foes.Demoralize all creatures in a 120-fl.cone with a howl.Release a powerful howl that shattersobjects.Your bite carries diseases.Gain three additional daily uses of yourpoisonous bite.You're more agile while transformed.

You're more durable while transformed.You manuever better when runningwhile transfonned.You are stronger while transfonned.

You're stealthier while transformed,You no longer suffer a penalty forwielding weapons in hybrid form,Make e~tra attacks after successful hitswhen in hybrid form.

Page 7: A Necromancer's Grimoire - Marchen Der Daemonwulf II

ImprovedHybrid Fury

ImprovedGreatwulfForm

MasterGreatwulf Form

NightsightOversized Fangs

Pinpoint Howl

Rallying Howl

Run All Night

Savage Claws

Scentsight

Silvery Hide

Snapping Jaws

Superior Senses

Swift HunterTripping Teeth

Virulent Poison

Wild Awareness

Wild Body

Wild Knowledge

Wild Presence

Wild Warrior

Worrying Bite

Wulver Curse

Wulver Master

Curse of the Beast, Hybrid Form, HybridFury, character level 15thCurse ofthe Beast. GreatwulfForm,character level 10thCurse of the Beast, Greatwulf Form,Improved Greatwulf Form, character level15thCurse of the Beast. darkvision 120 ft.Curse of the Beast, character levelzthCurse ofthe Beast, Howl of the NightHunler, character level 10thCurse of the Beast. Howl of the NightHunterCurse of the BeastCurse ofthe Beast, Hybrid Form,character level 7thCurse ofthe Beast, Improved Scent,character level zthCurse ofthe Beast, DR l/silver, characterlevel 12th

Curse of the Beast

Perception 10 ranks, Curse of the Beast

Curse ofthe BeastCurse of the Beast, character level 5thCurse of the Beast, Poisonous Bite,character level 12th

Curse ofthe Beast

Curse of the Beast, Cursed Bite, ch,lfacterlevel zthCure of the Beasl, Cursed Bile. WulverCurse. character level 9th

You gain additional atlacks with yournatural attacks in hybrid form.You're more physically powerful ingreatwulfform,You transfonn into a monstrous mastergreatwulf. growing to huge size andgaining other benefits.You can see in any kind of darkness.Your bite does more damage.Frighten a single creature as a swiftaction with your howl.Improve your allies' morale with a howlof war.You can run and march longer.Your hybrid form's claws are moredeadly,

Your nose grants your blindsight 60 ft.Your DR/silver requires an alignmenltobypass, as well.Your bite is better for attacks ofopponunity.Distractions and invisibility don't affectyour Perception checks.+10 fl. movement while transformed.Your bite is beller for trip attacks.Your poison becomes more virulent.and harder to cure.Gain a bonus to Perception and Stealthbut a penalty to Bluffchecks.Gain a bonus 10 Fortitude and Reflex,but a penalty to Will saves.Gain a bonus to Knowledge (nature)and Survival, but a penalty toKnowledge (local) checks.Gain a bonus to Handle Animal andIntimidate, but a penalty 10 Diplomacychecks.Gain a bonus to attack and damage huta penalty to AC and Reflex saves.Your hite is more powerful on a criticalhit,Transform crt'atures you bite intowulver monsters.Control wulvers and force them to doyour bidding.

ImprovedHybrid Fury

ImprovedGreatwulfForm

MasterGreatwulf Form

NightsightOversized Fangs

Pinpoint Howl

Rallying Howl

Run All Night

Savage Claws

Scentsight

Silvery Hide

Snapping Jaws

Superior Senses

Swift HunterTripping Teeth

Virulent Poison

Wild Awareness

Wild Body

Wild Knowledge

Wild Presence

Wild Warrior

Worrying Bite

Wulver Curse

Wulver Master

Curse of the Beast, Hybrid Form, HybridFury, character level 15thCurse ofthe Beast. GreatwulfForm,character level 10thCurse of the Beast, Greatwulf Form,Improved Greatwulf Form, character level15thCurse of the Beast. darkvision 120 ft.Curse of the Beast, character levelzthCurse ofthe Beast, Howl of the NightHunler, character level 10thCurse of the Beast. Howl of the NightHunterCurse of the BeastCurse ofthe Beast, Hybrid Form,character level 7thCurse ofthe Beast, Improved Scent,character level zthCurse ofthe Beast, DR l/silver, characterlevel 12th

Curse of the Beast

Perception 10 ranks, Curse of the Beast

Curse ofthe BeastCurse of the Beast, character level 5thCurse of the Beast, Poisonous Bite,character level 12th

Curse ofthe Beast

Curse of the Beast, Cursed Bite, ch,lfacterlevel zthCure of the Beasl, Cursed Bile. WulverCurse. character level 9th

You gain additional atlacks with yournatural attacks in hybrid form.You're more physically powerful ingreatwulfform,You transfonn into a monstrous mastergreatwulf. growing to huge size andgaining other benefits.You can see in any kind of darkness.Your bite does more damage.Frighten a single creature as a swiftaction with your howl.Improve your allies' morale with a howlof war.You can run and march longer.Your hybrid form's claws are moredeadly,

Your nose grants your blindsight 60 ft.Your DR/silver requires an alignmenltobypass, as well.Your bite is better for attacks ofopponunity.Distractions and invisibility don't affectyour Perception checks.+10 fl. movement while transformed.Your bite is beller for trip attacks.Your poison becomes more virulent.and harder to cure.Gain a bonus to Perception and Stealthbut a penalty to Bluffchecks.Gain a bonus 10 Fortitude and Reflex,but a penalty to Will saves.Gain a bonus to Knowledge (nature)and Survival, but a penalty toKnowledge (local) checks.Gain a bonus to Handle Animal andIntimidate, but a penalty 10 Diplomacychecks.Gain a bonus to attack and damage huta penalty to AC and Reflex saves.Your hite is more powerful on a criticalhit,Transform crt'atures you bite intowulver monsters.Control wulvers and force them to doyour bidding.

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which are required to takea \\.'ere\\-'Oiffeal (thoughmost require the Curse of the Beast feat). lbisdifferentiation between werewolf feats and otherkinds of feats is similar to the difference betweencombat feats and olher feats, and serves mainly toidentify which feats are designed specifically to beused by Wl!n"WONes and other lycanrhropes. or canbe t.ll.'enas bonus feats by classes such as thelycdonite class from the original MiJrchen derlliJemom'l.lll

Alpha's Gaze [Werewolf]Pruequisite: Curse of the Beast.Benefit: 'I1ln!e times per day, as a swift action thatdoes nolp~attacks ofopportunity, you canst~ into the~~ofa single creature \\.ithin 60feet ofyou and initiate a battle ofwills.. 1becreature must be capable of~ngyou. Yourt~can choose to eilher met( )'OUr gaze or avoid it. IfM chooses to ;n'Oid it, be automatically suffen a -zpenalty on a.1I alUCk rolls and SclVing throws~sfear effeclS for one round per Hit Dice you JXl'S5eSS.Ifbe chooses to meet )UUl'gaze, be must succeedon a \Vill~ (DC 10 ... 1/1 your Hit I>iao ... your01arisma modifier), or Rlffer a -4 penalty on a.1Iattack rolls and SiM!'S \l!rsllS fear effects for oneround per Hit I>iaoyou possess, instead. IfbesuCCNds on tbe SclVing throw, hoY._, be isunaffeclOO, and you suffer a -z penalty on a.1I attackrolls and 5i!\Iing thw.<.'S versus fear effects for oneround per Hit Dice you possess, This is a mind­affecting fear effect.SpecUl: You Cilfll.u.e this feat more than o~.Each time you do, you gain an additional use ofthis ability each day.

Animal Athleticism [Werewolf]Prerequisite: Curse of the Beast.Benefit: \oVhen transfonned with the Curse of tbeBeast feat, you gain a ...z bonus on all A£robatics,Climb, and Swim skill checks. If you have 10 ormoll' ranks in any of these skills, this bonusincreases to"'4 for that skill.

Animal Magnetism [Werewolf]PrerequiJites: Handle Animal 10 ranks, Curse ofthe Beast.Benefit: Creatures of the animal type do not attackyou unless compelled to do so through magic or

sirnila..rabilities. Theywill still fight back in self­defense when actively attacked by you. This abilityonly applies to you, and doesn't affect any animal'sattitudes towards your rravelling companions ora1.1ies.

Bestial Gaze [Werewolf]Prerequisites: Alpha's Gaze, Curse of the Beast,character lew!. ')lb.Benefit: As a full-round action that does notpIlJ\/Okeattacks ofopportunity, you can attempt toconfuse a creature by expending two daily uses oftheAlpha's Gaze feal. 1bis fwu:tionsas the Alpha'sGaze feat, except as nolOO here. Iflhe largetchooses not to meet }UUl"gaze, he takes K4 pointsofWISdom damage. If he chooses to meet yourgau', he must succred. on a Will saYe (DC 10 + 1/1)Vur Hit Dice ... }UUI" Charisma modifier) or gainthe confused condition for 1 round per Hil Dice}VU possess, instead. IfM~ on the savingthrow,~, he is unaffected, and you l.u.e K4pointsofWJSdomdamage. This is a mind­affecting. fear, and. compulsion effect.

Additionally, you gain onr more daily~ofthe Alpha's Gaze feat.

Blinding Gaze IWerewolf]Ptetequisites: Alpha's Gull', Curse of the Beast,character le<.-d C}lh.Benefit: As a standard action that does not

provoke attacks ofopponunity, you can attempt toblind a single creaturr 'Aithin 60 feet by expending!'Av dailyuses of the Alpha's GaZIl' feat. Thisfunctions as the Alpha's Gaze feal, except: as notedhell'. 1he creature may choose to meet your gazeorilVOid it. IftM target chooses not 10 meet yourgilZll', a.1I his attack mils automatically suffer a zollOmiss chance for a number ofrounds equal 10 yourHit Dice. Ifhe chooses to meet your gaze, he mustsua't't'd on a Will sa"", (IX 10'" Ih your Hit Dice ...your Charisma modifier) or be<:ome pennanentlyblinded, instead. If, oowt"vlI'r, he succred.s on thesave, he is unaffected, and a.1I ofyour attacksautomatically suffer a :;1.0% miss chance for anumber of rounds equal to your Hit Dice. This is amind-affecting, fear, and compulsion effect.

Additional1y, you gain one more daily use ofthe Alpha's Gaze feat.

which are required to takea \\.'ere\\-'Oiffeal (thoughmost require the Curse of the Beast feat). lbisdifferentiation between werewolf feats and otherkinds of feats is similar to the difference betweencombat feats and olher feats, and serves mainly toidentify which feats are designed specifically to beused by Wl!n"WONes and other lycanrhropes. or canbe t.ll.'enas bonus feats by classes such as thelycdonite class from the original MiJrchen derlliJemom'l.lll

Alpha's Gaze [Werewolf]Pruequisite: Curse of the Beast.Benefit: 'I1ln!e times per day, as a swift action thatdoes nolp~attacks ofopportunity, you canst~ into the~~ofa single creature \\.ithin 60feet ofyou and initiate a battle ofwills.. 1becreature must be capable of~ngyou. Yourt~can choose to eilher met( )'OUr gaze or avoid it. IfM chooses to ;n'Oid it, be automatically suffen a -zpenalty on a.1I alUCk rolls and SclVing throws~sfear effeclS for one round per Hit Dice you JXl'S5eSS.Ifbe chooses to meet )UUl'gaze, be must succeedon a \Vill~ (DC 10 ... 1/1 your Hit I>iao ... your01arisma modifier), or Rlffer a -4 penalty on a.1Iattack rolls and SiM!'S \l!rsllS fear effects for oneround per Hit I>iaoyou possess, instead. IfbesuCCNds on tbe SclVing throw, hoY._, be isunaffeclOO, and you suffer a -z penalty on a.1I attackrolls and 5i!\Iing thw.<.'S versus fear effects for oneround per Hit Dice you possess, This is a mind­affecting fear effect.SpecUl: You Cilfll.u.e this feat more than o~.Each time you do, you gain an additional use ofthis ability each day.

Animal Athleticism [Werewolf]Prerequisite: Curse of the Beast.Benefit: \oVhen transfonned with the Curse of tbeBeast feat, you gain a ...z bonus on all A£robatics,Climb, and Swim skill checks. If you have 10 ormoll' ranks in any of these skills, this bonusincreases to"'4 for that skill.

Animal Magnetism [Werewolf]PrerequiJites: Handle Animal 10 ranks, Curse ofthe Beast.Benefit: Creatures of the animal type do not attackyou unless compelled to do so through magic or

sirnila..rabilities. Theywill still fight back in self­defense when actively attacked by you. This abilityonly applies to you, and doesn't affect any animal'sattitudes towards your rravelling companions ora1.1ies.

Bestial Gaze [Werewolf]Prerequisites: Alpha's Gaze, Curse of the Beast,character lew!. ')lb.Benefit: As a full-round action that does notpIlJ\/Okeattacks ofopportunity, you can attempt toconfuse a creature by expending two daily uses oftheAlpha's Gaze feal. 1bis fwu:tionsas the Alpha'sGaze feat, except as nolOO here. Iflhe largetchooses not to meet }UUl"gaze, he takes K4 pointsofWISdom damage. If he chooses to meet yourgau', he must succred. on a Will saYe (DC 10 + 1/1)Vur Hit Dice ... }UUI" Charisma modifier) or gainthe confused condition for 1 round per Hil Dice}VU possess, instead. IfM~ on the savingthrow,~, he is unaffected, and you l.u.e K4pointsofWJSdomdamage. This is a mind­affecting. fear, and. compulsion effect.

Additionally, you gain onr more daily~ofthe Alpha's Gaze feat.

Blinding Gaze IWerewolf]Ptetequisites: Alpha's Gull', Curse of the Beast,character le<.-d C}lh.Benefit: As a standard action that does not

provoke attacks ofopponunity, you can attempt toblind a single creaturr 'Aithin 60 feet by expending!'Av dailyuses of the Alpha's GaZIl' feat. Thisfunctions as the Alpha's Gaze feal, except: as notedhell'. 1he creature may choose to meet your gazeorilVOid it. IftM target chooses not 10 meet yourgilZll', a.1I his attack mils automatically suffer a zollOmiss chance for a number ofrounds equal 10 yourHit Dice. Ifhe chooses to meet your gaze, he mustsua't't'd on a Will sa"", (IX 10'" Ih your Hit Dice ...your Charisma modifier) or be<:ome pennanentlyblinded, instead. If, oowt"vlI'r, he succred.s on thesave, he is unaffected, and a.1I ofyour attacksautomatically suffer a :;1.0% miss chance for anumber of rounds equal to your Hit Dice. This is amind-affecting, fear, and compulsion effect.

Additional1y, you gain one more daily use ofthe Alpha's Gaze feat.

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Blood-Freezing Howl [Werewolf)Prerequisit~:Cun;e ofthe Beast, Howl of theNight Hunter. character 1~115lh.Benefit: As a standard action that pm\'Okes attacksofopportunity, you lIliIY expend t\m daily uses ofthe Halo'! of the Night Hunter feat tocause a singlecreaNl'e "'itrnn YJ feet to become paralyzed for1c4 rounds unless it~ on a Fonirude s.r."(IX: 10 + 1/1 your Hit Diet' + yourCharisrn.Jmodifier). This isa sonic mind-affecting feuefr~.

Additionally, )VU gain one more daily use ofyour Howl of the Night Hunter feat.

Bone-Shattering HowllWerewolf]Prerequisit~:CImt' of the Beast, Howl of theNight Hunter,Benefit: Whenever you use the Howl of the NightHunter feat, in addition to its nonn.al effects, each~ture that fails its saving throwtakes Id6 pointsof sonic damage. plus an additionalld6 points ofsonic damage for every 5 Hit Diceyou possess.

Acldiliollillly, you gain one more daily use ofyour Howl of the Night Hunter feat.

Charming Gaze [Werewolf]Prerequait~:Alpha's Gaze, Curse of lhe Beast,chancter level 5th.Benefit: As a standard action that does notpJ"O\.'Oke attacks ofopportunity, you can expendIWOdaily usesoftheAlpha's Gaze feat in order tomenially inJlue~a single crrature within 60 feet.This functions as the Alpha's Gaze feat, except asnoted ~. The creature lIliIY choose to meet yourgaze or awkI il. Ifbe.nuids yourgaze, he isautOnlatkaUy affected as though by the speUsUggeslion, with your caster lew!. being equal toyour Hit Dicoe. Ifhechooses to meft your gaze, hemust succeed on a Will sa\" (IX: 10 + ~ your HitDicoe + your Charisma modifier) or inslead beaffecled as though by the spell charm monster,with the caster I_I being equal to your Hit Dice.I~ h<M~r, he succeeds on the SiM', he isunaffected, and you art'dazed for one round. Thisisa mind-affecting. charm, and compulsion effect.

Additionally, you gainone more daily use ofthe Alpm.'s Gaze feat.

Crippling Bite [Werewolf]

Prerequisit~:Curse oflhe Beast, Greatwulf

'0=Benefit When transfonned into yeatwulf formwith the Curse of the Beast feat, you can use yourpoIo\=fu.I jaws to se\"eI" muscles and tendons,crippling foes smaller lhan yourself. As a fulI­round action, you canma~a single bite attackagainst your foe, sufferinga -1 penaltyon theattack roIllfyou hir, you deal damageas nonn.al,and addirionallycause the target's IIXJ\~speM to be reduced to 10 feet:. Thisabilitycan onlybe used on a crraNl'e thar is at least one sizecategory smaller than)'OO Me.

Damaging Gaze (Werewolf)Prerequisit~:Alpha's Gaze, Curse ofthe Beast,character le\>el C}lh.Benefit: You can Joel: your eyes ona foeand causegrievous wounds roeropr O'Vt'r their body. As astandMd action that does not Pm\'Oke attacks ofopportunity, you can artempt to inflict physicalwounds on a target byexpending two daily uses ofthe Alpm.'s Gaze feat. This functions as the Alpm.'sGaze feat, except as noted here. If the targetchooses not to meet your gaze, he automaticallytakes Id6 points ofslashing damage per 5 Hit Diceyou possess (rounded down). If hechooses tomeet your gaze, he must succeed on a Will saw(DC 10 + I/z your Hit Dice + your Charismamodifier) or suffer l. points of bleed damage for~ 3 Hit Dice you possess (rounded <kMn,minimum 1). This bleed damage persists for Iround per Hit Dice you possess. If he succeeds onhis s.<ning throw, h<M"...'ef, he is unaff~ed, and)VU take ld6 points ofslashing damage per 5 HitDice you possess (roundedlkMn). Thisdamage,wbether inflicted on your target or on yuun;df,bypasses all forms ofdamage reduction. This is amind-affecting compulsion effect.

Additionally, )'QlI gain one more daily use oftheAlpha's Gaze fear.

Deadly Gaze (Werewolf]Pruequisit~:Alpha's Gaze, Blinding Gaze, Curseof the Beast, Damaging Gaze, character le\>e11sth.Benefit: As a full·round action that does notprovoke attacks of opponunity, you can attempt towill a single creature within 60 feet to death byexpending three daily uses ofyour Alpm.'s Gazefeat. This functions as rhe Alpm.'s Gaze feat,

Blood-Freezing Howl [Werewolf)Prerequisit~:Cun;e ofthe Beast, Howl of theNight Hunter. character 1~115lh.Benefit: As a standard action that pm\'Okes attacksofopportunity, you lIliIY expend t\m daily uses ofthe Halo'! of the Night Hunter feat tocause a singlecreaNl'e "'itrnn YJ feet to become paralyzed for1c4 rounds unless it~ on a Fonirude s.r."(IX: 10 + 1/1 your Hit Diet' + yourCharisrn.Jmodifier). This isa sonic mind-affecting feuefr~.

Additionally, )VU gain one more daily use ofyour Howl of the Night Hunter feat.

Bone-Shattering HowllWerewolf]Prerequisit~:CImt' of the Beast, Howl of theNight Hunter,Benefit: Whenever you use the Howl of the NightHunter feat, in addition to its nonn.al effects, each~ture that fails its saving throwtakes Id6 pointsof sonic damage. plus an additionalld6 points ofsonic damage for every 5 Hit Diceyou possess.

Acldiliollillly, you gain one more daily use ofyour Howl of the Night Hunter feat.

Charming Gaze [Werewolf]Prerequait~:Alpha's Gaze, Curse of lhe Beast,chancter level 5th.Benefit: As a standard action that does notpJ"O\.'Oke attacks ofopportunity, you can expendIWOdaily usesoftheAlpha's Gaze feat in order tomenially inJlue~a single crrature within 60 feet.This functions as the Alpha's Gaze feat, except asnoted ~. The creature lIliIY choose to meet yourgaze or awkI il. Ifbe.nuids yourgaze, he isautOnlatkaUy affected as though by the speUsUggeslion, with your caster lew!. being equal toyour Hit Dicoe. Ifhechooses to meft your gaze, hemust succeed on a Will sa\" (IX: 10 + ~ your HitDicoe + your Charisma modifier) or inslead beaffecled as though by the spell charm monster,with the caster I_I being equal to your Hit Dice.I~ h<M~r, he succeeds on the SiM', he isunaffected, and you art'dazed for one round. Thisisa mind-affecting. charm, and compulsion effect.

Additionally, you gainone more daily use ofthe Alpm.'s Gaze feat.

Crippling Bite [Werewolf]

Prerequisit~:Curse oflhe Beast, Greatwulf

'0=Benefit When transfonned into yeatwulf formwith the Curse of the Beast feat, you can use yourpoIo\=fu.I jaws to se\"eI" muscles and tendons,crippling foes smaller lhan yourself. As a fulI­round action, you canma~a single bite attackagainst your foe, sufferinga -1 penaltyon theattack roIllfyou hir, you deal damageas nonn.al,and addirionallycause the target's IIXJ\~speM to be reduced to 10 feet:. Thisabilitycan onlybe used on a crraNl'e thar is at least one sizecategory smaller than)'OO Me.

Damaging Gaze (Werewolf)Prerequisit~:Alpha's Gaze, Curse ofthe Beast,character le\>el C}lh.Benefit: You can Joel: your eyes ona foeand causegrievous wounds roeropr O'Vt'r their body. As astandMd action that does not Pm\'Oke attacks ofopportunity, you can artempt to inflict physicalwounds on a target byexpending two daily uses ofthe Alpm.'s Gaze feat. This functions as the Alpm.'sGaze feat, except as noted here. If the targetchooses not to meet your gaze, he automaticallytakes Id6 points ofslashing damage per 5 Hit Diceyou possess (rounded down). If hechooses tomeet your gaze, he must succeed on a Will saw(DC 10 + I/z your Hit Dice + your Charismamodifier) or suffer l. points of bleed damage for~ 3 Hit Dice you possess (rounded <kMn,minimum 1). This bleed damage persists for Iround per Hit Dice you possess. If he succeeds onhis s.<ning throw, h<M"...'ef, he is unaff~ed, and)VU take ld6 points ofslashing damage per 5 HitDice you possess (roundedlkMn). Thisdamage,wbether inflicted on your target or on yuun;df,bypasses all forms ofdamage reduction. This is amind-affecting compulsion effect.

Additionally, )'QlI gain one more daily use oftheAlpha's Gaze fear.

Deadly Gaze (Werewolf]Pruequisit~:Alpha's Gaze, Blinding Gaze, Curseof the Beast, Damaging Gaze, character le\>e11sth.Benefit: As a full·round action that does notprovoke attacks of opponunity, you can attempt towill a single creature within 60 feet to death byexpending three daily uses ofyour Alpm.'s Gazefeat. This functions as rhe Alpm.'s Gaze feat,

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u-p: w... ol! by mKS-0969exr:q>t as noted~. 1bPcre.lture nwyc~ tolIla"lyour gauCM" avoid it. If he clYOids~ga~,~ isautomatically nauseated fot 1c4 rounds.lf~

clxrses to IIla"l )'OUr gaze, ~ must succeed on aWill Sil\1' (DC 10 + Jnyour Hit Dice +~0larism.J modifier) or be immedi.atelyrernkredunconscious and reduced to -I hit points anddying. instead. If, howe\.1'I', he succeeds on hisSolW', he is unaffect:ed and you are nauseated for1c4 rounds. This is a mind-affecring. fear, anddeath effect:.

Additionally, you gain one more daily use oftheAlpha's Gaze feat.

Deadly Howl [Werewolf]Pre11'quisiteJ.: Curse of the Beast, Howl of theNight Hunter, character 1_1!7th.Benefit.: As a fuD-round action that PrCM>Kesattacks of opportunity, you may expend threedaily uses ofthe Howl of the Night Hunter feat tocause a single creature within)O feet ofyou tosuffer 10 points of damage pet Hit Dice youpossess, unless he succeeds on a Fonitude savt'

(DC 10 + 111 your Hit Dice + your Charismamodifier). Evt'n on a successful save, the targetstill suffers sd6 points of damage. This is a sonic,mind'affecting, fe.u, and death effect.

Additionally, you gain one more daily use of

your Howl of the Night Hunter feat.

Deafening HowllWerewolf]Prerequisites: Curse of the Beast, Howl of theNight Hunter.Benefit: Whent"\'\'ryou use the Howl of the NightHunter feat, in addition to its normal effect:5, eachcre.lture that fails its saving throw becomesdeafened for the duration of the effect.

Additionally, you gain one more dailyuse ofyour Howl. of the Night Hunter feat.

Demoralizing HowllWerewolf]Prerequisites; Curse of the Beast, Ho\o.i of theNight HunteLBenefit As a full-round action that pro\;okesattacks of opportunity, you nwy choose to expenda daily use ofyour Howl ofthe Night Hunter featto let loose a demor-alizing oo..i. Ifyou do, aUcrNlUn'S lI-ithin a uo-foot cone automaticallysuffer a -2 peualty to AC, attack rolls, and damageroUs for the next minute. At 10th I_I, this penaltyincreases to -+ This is a sonic mind-affecting fear...."".

Additionally, you gain one more daily use of)Uur HaoA-i of the Night Hunter fNt.

Destructive HowIlWen.-wolf]P1eiequisites; Curse of Beast, Hovoi of the NightHunter.Benefit: As a sLmdard action which provokesattack ofopportunity, you nwy expend a daily useofyour Ho\o.i of the Night Pack feat to let loose afocused sonic burst that damages a singk object:.The affected object: must make a Fonitude 5a'o1'

(DC 10+ 1/2 your Hit Dice + your Charismamodifier) orgain the broken quality. This is a sonic

...."".Additionally, you gain one more daily use ofyour Haw! of the Night Hunter feat.

Diseased Bite [Monster)Prerequisite: Must havea bite attack, or be able totransfonn into a shape that has a bite attack.Benefit: Whenever you successfully damage acreature with your bite attack, you expose thatcreature to all of the diseases that are currentlyaffecting you. The creature must immediatelysucceed on a Fortitude saving throw for each

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disease (using the disease's normal DC), or beinfected by it. Thecre<lture suffers a -" penalty onthis save, though not on subsequent FortitudeSiM'S to resist the disease's effects.

Extra Poison [Werewolf)Prerequaites: Curse of the Beast, Poisonous Bite,character level5lh.Benefit: You gain three additional dailyusesofyour poisonous bite ability.Special: You can take this feat multiple times. Itseffects stade.

Feral Agility [WerewolflPrerequisites: Dex 150 Curse of the 8e.lst.Benefit: While uansfonned with the Curse of theBeast: feat, you count as two size categories smallerfor the purpose ofsqueezing through tight 5piKeS

and for detennining size bonuses Ot penalties forSlealth ski.1I checks. Additionally, you add 1/1 yourDexterity modifier to your AC even"'~ you arellat-fOOled. You still count as being denied yourDexterity bonus toAC for the PUrpcl Ses ofabilitiesJib. meak att;tck, hc:M'e\oW.

Feral Endurance [WerewolflPrerequaites: Con 150 Curse of the Beast.Benefit: While transformed with the Curse of theBeast feat, you suffer no penalties from beingfatigued, and when exhausted SlIffer only thepenalties nonn.illy impos«l by being fatigued.Additionally, you gain a +1. bonus to FortitudeSiM'S made to resist diseases, poisons, and anyeffect which~d cause you to become sickenedor nauseated.

Feral Speed [WerewolflPrerequisites: Curse of the Beast, 6o-ft. land........Benefit: While transfonned with the Curse of theBeast feat, you no longer lose your Dexterity bonustoAC when ronning, nor doyou take the normal-1 penalty toAC from using the charge action.

Feral Strength [Werewolf)Prerequisites: Str 15, Curse of the Beast.Benefit: While transfonned with the Curse of theBeast feat, you count as two size categories largerthan you actually are for the purposes of

determining CMB, CMD, canying capacity, and,while in hybrid fonn, what Wf'dpons you arecdpableof wielding.

Feral Toughness [Werewolf]Prerequisites: Curseofthe Beast, +1 natural~,.

Benefit: While transfonned with the Curse oftheBeast fedt, you lI1d)' dPPIy 1/1 your naturdl annorbonus (rounded dcMn) [oyourtouch AC dm:! toyourCMD.Normal: Your touchAC and CMD don't benefitfrom~ natucdl armor.

Greater Scent (Werewolf]Pruequisites: Curse of the Beast, ImproYedScent, scent spec:ial quality.Benefit: Your sense of smel.I is so keen that youcan le.un intimate secn"ls dbout others from yournose ilIone, and can practically read their minds.llUs ability functions Jib. the spell detectthoughts, except it only.llfeeu a single creature inthe range ofyuur seem dbility, with rhe caster leYdbeing equal to yuur Hit DiC'l', and your WISdomscore determining the saving throw DC. You canuse this dbility a numbel- of times per ddy~I to3 + your WISdom modifier:Special: You can tm this fedt more than~.Each time you do, you gain three additional usesof this ability eachday.

Hunter's Stealth (WerewolflPrerequisites: Stealth 10 nnks, Curse ofthe Beast.Benefit: While transformed with Curse oftheBeast, you do not receive d penalty ro Stealrh skillchecks for moving or nmning. Additionally, youcan use the Srealth skill even ifyou dre ronning orcharging, bur making an dttacl.: roll still ends youruse of the Stealth skill. Finally, the DC toPerception or Survival checks made to rrdCI.: you isincreased by +20. You maychoose to suppress thisseconddry ability while tr<M'lling if you detiwlyWdIlt to leave d trail.Normal: You receive d penalty for moving morethan halfyour speed while using Stedlth and youdre unable to use Srealth while dttackillg, running,or charging.

Hybrid Form Wedpon Mdster [Werewolf)

disease (using the disease's normal DC), or beinfected by it. Thecre<lture suffers a -" penalty onthis save, though not on subsequent FortitudeSiM'S to resist the disease's effects.

Extra Poison [Werewolf)Prerequaites: Curse of the Beast, Poisonous Bite,character level5'h.Benefit: You gain three additional dailyusesofyour poisonous bite ability.Special: You can take this feat multiple times. Itseffects stade.

Feral Agility [WerewolflPrerequisites: Dex 150 Curse of the 8e.lst.Benefit: While uansfonned with the Curse of theBeast: feat, you count as two size categories smallerfor the purpose ofsqueezing through tight 5piKeS

and for detennining size bonuses Ot penalties forSlealth ski.1I checks. Additionally, you add 1/1 yourDexterity modifier to your AC even"'~ you arellat-fOOled. You still count as being denied yourDexterity bonus toAC for the PUrpcl Ses ofabilitiesJib. meak att;tck, hc:M'e\oW.

Feral Endurance [WerewolflPrerequaites: Con 150 Curse of the Beast.Benefit: While transformed with the Curse of theBeast feat, you suffer no penalties from beingfatigued, and when exhausted SlIffer only thepenalties nonn.illy impos«l by being fatigued.Additionally, you gain a +1. bonus to FortitudeSiM'S made to resist diseases, poisons, and anyeffect which~d cause you to become sickenedor nauseated.

Feral Speed [WerewolflPrerequisites: Curse of the Beast, 6o-ft. land........Benefit: While transfonned with the Curse of theBeast feat, you no longer lose your Dexterity bonustoAC when ronning, nor doyou take the normal-1 penalty toAC from using the charge action.

Feral Strength [Werewolf)Prerequisites: Str 15, Curse of the Beast.Benefit: While transfonned with the Curse of theBeast feat, you count as two size categories largerthan you actually are for the purposes of

determining CMB, CMD, canying capacity, and,while in hybrid fonn, what Wf'dpons you arecdpableof wielding.

Feral Toughness [Werewolf]Prerequisites: Curseofthe Beast, +1 natural~,.

Benefit: While transfonned with the Curse oftheBeast fedt, you lI1d)' dPPIy 1/1 your naturdl annorbonus (rounded dcMn) [oyourtouch AC dm:! toyourCMD.Normal: Your touchAC and CMD don't benefitfrom~ natucdl armor.

Greater Scent (Werewolf]Pruequisites: Curse of the Beast, ImproYedScent, scent spec:ial quality.Benefit: Your sense of smel.I is so keen that youcan le.un intimate secn"ls dbout others from yournose ilIone, and can practically read their minds.llUs ability functions Jib. the spell detectthoughts, except it only.llfeeu a single creature inthe range ofyuur seem dbility, with rhe caster leYdbeing equal to yuur Hit DiC'l', and your WISdomscore determining the saving throw DC. You canuse this dbility a numbel- of times per ddy~I to3 + your WISdom modifier:Special: You can tm this fedt more than~.Each time you do, you gain three additional usesof this ability eachday.

Hunter's Stealth (WerewolflPrerequisites: Stealth 10 nnks, Curse ofthe Beast.Benefit: While transformed with Curse oftheBeast, you do not receive d penalty ro Stealrh skillchecks for moving or nmning. Additionally, youcan use the Srealth skill even ifyou dre ronning orcharging, bur making an dttacl.: roll still ends youruse of the Stealth skill. Finally, the DC toPerception or Survival checks made to rrdCI.: you isincreased by +20. You maychoose to suppress thisseconddry ability while tr<M'lling if you detiwlyWdIlt to leave d trail.Normal: You receive d penalty for moving morethan halfyour speed while using Stedlth and youdre unable to use Srealth while dttackillg, running,or charging.

Hybrid Form Wedpon Mdster [Werewolf)

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Prerequisites: Curse of tile 8e<lst, Hybrid Form,Benefit: While tr<lnsfonned into hybrid fonn withthe Curse of the 8e<lst fe<lt, you no longer suffer <l-2 penil1ty to <llt<lcks with m"muf<lcrured we<lpons.

Hybrid Fury (Werewolf]Prerequisites: Curseofthe Be<lst, Hybrid Form,dlilr<lcter levelleMh.Benefit: While tr<msfonned infO hybrid fonn withthe Curse of the Se<lS1 fe<lt, you C<ln <lltack foeswith <l S<IV<lge fury. If~ hit <l t<lrgel with.ill t:Iu=ofyour n,l£ural <lu<lcks (bite.md two cl.lws) in <lround, you molY immedi.ltely make <lnother <llt<lck<lgainst the 5ollI1e l<lrget wilh each ofyour Ili'Itur.d

<lttacks <lS <l free ~ion. 1bese <ltt<lcks suffer <l ""5pern1ty. This <lbiliry un be used onlyo~ perround.

Improved Gre<ltwulfFonn (Werewolf)Prerequisites: Curse of lhe Beast, GreatwulfFonn, ch.uacter le\o'elloth.Benefit: \\Ihen~ uansfonn into greatwulf formwith the Curseof the Beast feat, you g.lln.mitdditionaI -+2 bonus 10 your Stm1gth, Dexterity,and Constitution scores, your Ililtural.mnor bonusincreases by.m itdditiollcll "2, <lnd your rJX:IYeIDentspeed increases by 20 feef. FiIlil1ly, 'Whe11e'o'e!" youuse the charge ~ion, your bite <llt<lck deals h\-nits normal damage on <l su<nssful hit.

Improved Hybrid Fury [Werewolf]Prerequisites; Curseofthe Be<lst, Hybrid form,Hybrid fury, char~er 1_11S!:h.Benefit: When_r you tr<lnsfonn into hybridform '>'-ith Ihe Curse of lhe Be<lsr fe<lt, you g.lln anadditiollcll arrack wilh your bite and two cl.lwIli'Itur.d attacks. These auacks suffer a ""5 pelli'llty.

Master Greatwulf Form [Werewolf]Prerequisites: Curse of lhe Beast, GreatwulfFonn, Imp~ Gre<llWUlfFonn, chMacter level15th.Benefit: When you transfonn with the Curse ofthe Beast feat, you may choose to adopt a mastergrealWUlf fonn-that of a truly Illi'Issive andprimordial wolf-instead of one of the other fonnsavailable tOytlu. You make Ihis choice each timeyou tr<lnsfonn, even if the lr<lnsformation isinvoluntary.

M<lStergreatwulf fonn is similar to gJ"e<llWUlffonn in most respects, <lnd <lny feal or abilitywhich Ml"ects you in grealWUlffonn also affecls youin mastergreatv."U1f fonn. Master grealWUlf formhas a number of benefils O'W'r nonnal grealWUlffonn, hO\\'eVer, including increasing to Huge size,These benefits, including the benefilS frominO'eilSing in size, <lnd <lisa including the benefitsfrom the Gre<ltv."U1fFonn <lnd Impl'O\1!d GrealWUlffonn fe<lts,.u'I' <lS foUaws: you gain<l -+8 bonus toStrength and Constitution, a -+4 bonus 10Dexterity, your Ili'Itur.d.umor bonus incredSeS by-+l0, you gain a H size bonus 10 CMB and CMo,and your mm~memspeed increases to 80 ft"el.Yoursize does impose some pern1ties hO\<l~,and you suffer a -2 size pellcllty to att<lCk rolls <lndAC. <l-4 size penalty to fly skill checks,.md a-8size penalty to Stealth slill checb while in mastergreah\-"U1f form. In mastergreatv."U1ffonn, yourbite <lttack de.us xi8 points of piercing .andslashing damage '>'-ith each successful hil. As aHuge creature, you take Up<l.w-fOOl sq~, r<ltherthan a 5-fool: OIle.

In itddirion to these benefits, while in mastergreatv."U1f form, you c.an make yourself lemporarilyimmune lO most damage. As a $\O-ift ~ion, youc.an make yowself immune 10 all damage not

inflicted by siMI" 'o\~pons until the beginning of)Vur next tum. Damage that is not subject 10d.unage reduction (such<lS fireoracid damage) isnot affected by this ability, but non-~'o\~ponsthat would normally bypassd.mwge reduction tlldtis bypassed bysilve- {such <lSa -+} "'~<lPOO, forex.unple),.u'I' stillsub~ 10 thisabiliry. You canuse this ability a number of rimes per day equal toyour Hit Dice.

Nightsight (Werewolf]Prerequisites: Curse of the Beasl, darl..vision noft.Benefit: Your darkvision now allows you 10 seeperfectly in dMlmess of any kind, evellllldt createdby a deeper dMlmess spelL Additiona.lly, ytIurdark­vision now.illows ytIu to see things in color.

Oversized Fangs {Werewolf]Prerequisite: Curse of the 8e<lst, character level

"".Benefit: When transfonned with the Curse of the8e.lst fe<lt, your bite<lttack deals more damage, It

Prerequisites: Curse of tile 8e<lst, Hybrid Form,Benefit: While tr<lnsfonned into hybrid fonn withthe Curse of the 8e<lst fe<lt, you no longer suffer <l-2 penil1ty to <llt<lcks with m"muf<lcrured we<lpons.

Hybrid Fury (Werewolf]Prerequisites: Curseofthe Be<lst, Hybrid Form,dlilr<lcter levelleMh.Benefit: While tr<msfonned infO hybrid fonn withthe Curse of the Se<lS1 fe<lt, you C<ln <lltack foeswith <l S<IV<lge fury. If~ hit <l t<lrgel with.ill t:Iu=ofyour n,l£ural <lu<lcks (bite.md two cl.lws) in <lround, you molY immedi.ltely make <lnother <llt<lck<lgainst the 5ollI1e l<lrget wilh each ofyour Ili'Itur.d

<lttacks <lS <l free ~ion. 1bese <ltt<lcks suffer <l ""5pern1ty. This <lbiliry un be used onlyo~ perround.

Improved Gre<ltwulfFonn (Werewolf)Prerequisites: Curse of lhe Beast, GreatwulfFonn, ch.uacter le\o'elloth.Benefit: \\Ihen~ uansfonn into greatwulf formwith the Curseof the Beast feat, you g.lln.mitdditionaI -+2 bonus 10 your Stm1gth, Dexterity,and Constitution scores, your Ililtural.mnor bonusincreases by.m itdditiollcll "2, <lnd your rJX:IYeIDentspeed increases by 20 feef. FiIlil1ly, 'Whe11e'o'e!" youuse the charge ~ion, your bite <llt<lck deals h\-nits normal damage on <l su<nssful hit.

Improved Hybrid Fury [Werewolf]Prerequisites; Curseofthe Be<lst, Hybrid form,Hybrid fury, char~er 1_11S!:h.Benefit: When_r you tr<lnsfonn into hybridform '>'-ith Ihe Curse of lhe Be<lsr fe<lt, you g.lln anadditiollcll arrack wilh your bite and two cl.lwIli'Itur.d attacks. These auacks suffer a ""5 pelli'llty.

Master Greatwulf Form [Werewolf]Prerequisites: Curse of lhe Beast, GreatwulfFonn, Imp~ Gre<llWUlfFonn, chMacter level15th.Benefit: When you transfonn with the Curse ofthe Beast feat, you may choose to adopt a mastergrealWUlf fonn-that of a truly Illi'Issive andprimordial wolf-instead of one of the other fonnsavailable tOytlu. You make Ihis choice each timeyou tr<lnsfonn, even if the lr<lnsformation isinvoluntary.

M<lStergreatwulf fonn is similar to gJ"e<llWUlffonn in most respects, <lnd <lny feal or abilitywhich Ml"ects you in grealWUlffonn also affecls youin mastergreatv."U1f fonn. Master grealWUlf formhas a number of benefils O'W'r nonnal grealWUlffonn, hO\\'eVer, including increasing to Huge size,These benefits, including the benefilS frominO'eilSing in size, <lnd <lisa including the benefitsfrom the Gre<ltv."U1fFonn <lnd Impl'O\1!d GrealWUlffonn fe<lts,.u'I' <lS foUaws: you gain<l -+8 bonus toStrength and Constitution, a -+4 bonus 10Dexterity, your Ili'Itur.d.umor bonus incredSeS by-+l0, you gain a H size bonus 10 CMB and CMo,and your mm~memspeed increases to 80 ft"el.Yoursize does impose some pern1ties hO\<l~,and you suffer a -2 size pellcllty to att<lCk rolls <lndAC. <l-4 size penalty to fly skill checks,.md a-8size penalty to Stealth slill checb while in mastergreah\-"U1f form. In mastergreatv."U1ffonn, yourbite <lttack de.us xi8 points of piercing .andslashing damage '>'-ith each successful hil. As aHuge creature, you take Up<l.w-fOOl sq~, r<ltherthan a 5-fool: OIle.

In itddirion to these benefits, while in mastergreatv."U1f form, you c.an make yourself lemporarilyimmune lO most damage. As a $\O-ift ~ion, youc.an make yowself immune 10 all damage not

inflicted by siMI" 'o\~pons until the beginning of)Vur next tum. Damage that is not subject 10d.unage reduction (such<lS fireoracid damage) isnot affected by this ability, but non-~'o\~ponsthat would normally bypassd.mwge reduction tlldtis bypassed bysilve- {such <lSa -+} "'~<lPOO, forex.unple),.u'I' stillsub~ 10 thisabiliry. You canuse this ability a number of rimes per day equal toyour Hit Dice.

Nightsight (Werewolf]Prerequisites: Curse of the Beasl, darl..vision noft.Benefit: Your darkvision now allows you 10 seeperfectly in dMlmess of any kind, evellllldt createdby a deeper dMlmess spelL Additiona.lly, ytIurdark­vision now.illows ytIu to see things in color.

Oversized Fangs {Werewolf]Prerequisite: Curse of the 8e<lst, character level

"".Benefit: When transfonned with the Curse of the8e.lst fe<lt, your bite<lttack deals more damage, It

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now deals IdS points of piercing and slashingdamage with a successful hit. Additionally, itscritical modifier is increased to XJ.Norma.l: The bite atlack granted by the Curse ofthe Beast feat deals Id6 points of piercing andslashing ddmagewith eilch successful hit, and hasa critical modifier ofla.

Spedil1: Ifyou have the Greatwulf form, Hybridform, or MasterGreatwulf form feilt$, this alsoaffects your bite attack when in those forms. Ingreatwulf form, your bite atlack now deals Jdupoints of d.unage. In Hybrid form, it deals Id8points ofd.unage. In Master Greatwulf form, itdoes zmo points of damage. In all cases, thecritical modifier is increased to XJ.

Pinpoint HowllWerewolf}~teJ:Curseofthe Beast, Howl oftheNight Hunter, charactet leYellOlh.Benefit: As a swift action, you can expend onedaily use ofyour Howl. of the Night Hunter feilt inorder to let loose a focused, short hov.i. Thiscauses a singte target within 100 feet 10 be fright­ened unless he~son a Will~ (IX 10 +

1/z your Hit Dice + your Charisma modifier). ThisisaSOllic mind-affecring feilreffect.

Additionally, you gain one more daily use of)QUI' Howl of the Nighl Hunter feal.

Rallying Howl (WerewolflPruequisita: Curse of the Beast, Howl of meNight HuntttBenefit: As a full-round action, you may choose toexpend a daily use ofyour Howl ofthe NighlHunter feilt to letloosea rallying cry. Ifyou do, allofyour allies within )0 feel who can hear you gaina +Z morale bonus to attack and damage roUs forthe next minute. At loth level, Ihis bonusincreases to +1.

Additionally, you gain one moreclaily use ofyour Howl of the Night Hunter feat.

Run All Night IWerewolf]PrerequUite: Curse of the Beast.Benefit: As long as you are transformed with theCurse ofthe Beast feat, you can travt'l for up to 16hours before you are considered to be taking partin a forced march. Additionally, you can run for anumber of minutes equal to three limes your

.W~ byS11XS->g6)

Constitution score bd'ore being fo~ to makeConstitution checks to continue running. finally,lUu gain a +'l racial bonus on all Constitutionchecks made to resist the effects of a fo~ march01' 10 beable to continue running.

Savage Claws [Werewolf]Prerequisites: Curse of the Beast, Hybrid form,character level 7th.Benefit: When lTansfonned into hybrid form withthe Curse of the Beast feat, your claws areespecially sharp and wicked. They now dealld8points of slashing damage with eilch successful hit.Additionally, they now threaten a critical hit on aroll of 18-zo.

Scentsight [Werewolf]Prerequisites: Curse ofthe Beast, Improved Scent,character level7lh.Benefit: Your sense of smell is so strong that you

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can effectively navigate by it. You gain blindsight60 feet. Anything that would negate your sense ofsmell also negates this bLindsight.

Silvery Hide [Werewolf]Prerequisites: Curse ofthe Beast, DR l/sitver,character level 12th.Benefit: Choose a single alignment (chaotic, evil,good, or lawful). In order to bypass your damagereduction, the attack must count as both silverand the chosen alignment. ifyour damagereduction can currently be overcome by othermeans, this does not prevent the other methodfrom bypassing your damage reduction ((or ex­ample, i(you h.we DR/good or silwr and cho05echaotic, your DR can beovercome by il weaponlholt is silwrand ChJOlic, or bya \\-"eJpon thal isgood).

Ifyour ddIllilge reduction ollready requires aspecific alignment (for example, DR/good andsilwr), this feat has no effect.

Snapping Jaws [Werewolf]Prerequisite: Curse of the Be.1st.Benefit: You are adept at making attacks ofopportunity with your jaws. While transfonnedwith the CUI'Seof the Beast feat, you gaina +4bonus on attack rolls and a +2 bonus on d<lIllilgerolls for all attacks of opportunityyou make withyour bite attack.Special: If you have the Greatwulf Fonn, HybridFonn, or Master Greatwulf Fonn feats, you alsogain this benefit when transformed into thoseforms.

Superior Senses [Werewolf]Prerequisites: Perception 10 ranks, Curse of theBeast.Benefit: Your senses are keen enough that you areconstantly on alert even when not concentratingon them. Whenever you make a Perception skillcheck, ignore any penalties or increases to thecheck's IX from factors such as being distractedor asleep, or from the target being invisible. YourPerception checks are still affected as normal byfactors such as distance and unfavorableconditions.

Swift Hunter [Werewolf]

Prerequisite: Curse of the Beast.Benefit: You are particularly fast in your werewolffonn. When transfonned with the Curse of theBeast feat, your movement speed is increased byan additional 10 feet.Special: Ifyou have the Greatwulf Form, HybridFonn, or Greatwulf Fonn fedts, this feat alsoaffects your speed when in those fonns.

Tripping Teeth [Werewolf]Prerequisites: Curse ofthe Bedst, character level5'h.Benefit: When transfonned with the Curse oftheBeast fedt, you aTe exceptionally skilled at trippingup your foes with your bite. You gain a +2 bonus toCMB on trip attempts made with your bite attdck.Special: Ifyou have the Greatwulf Fonn or MasterGreatwulf Fonn feats, this also affects your abilityto trip foes with your bite attack when in thosefonns.

Virulent Poison [Werewolf]Prerequisite: Curse of the Beast, Poisonous Bite,character level 12th.Benefit: The poison you secrete with thePoisonous Bite feat becomes more potent. You cannow secrete virulent werewolf poison, instead.Doing so requires an additional daily use ofyourPoisonous Bite ability. The typeof ability damageyou dedi (Strength or Dexterity damage) is stilldetermined by the choice you made when youtook the Poisonous Bite fedt. Finally, you gain anadditional daily use ofyour Poisonous Bite ability.

VIRUU:NT WfRfWOI r POISONType poison, injury; Save Fort DC 10 + Ill. thewerewolfs hil dice + the werewolfs ConstitutionmodifierFrequency l/round for 6 roundsEffect Id6 Strength or Dexterity damageCure l. saves

Wild AwarenessBenefit: You gain a +3 bonus tOdll Perception andStealth skill checks at the cost of a -4 penalty to allBluff skill checks. Ifyou have 10 or more ranks ineither Perception or Stealth, the bonus incredses to+6 for that skill.

can effectively navigate by it. You gain blindsight60 feet. Anything that would negate your sense ofsmell also negates this bLindsight.

Silvery Hide [Werewolf]Prerequisites: Curse ofthe Beast, DR lfsilver,character level 12th.Benefit: Choose a single alignment (chaotic, evil,good, or lawful). In order to bypass your damagereduction, the attack must count as both silverand the chosen alignment. ifyour damagereduction can currently be overcome by othermeans, this does not prevent the other methodfrom bypassing your damage reduction ((or ex­ample, i(you h.we DR/good or silwr and cho05echaotic, your DR can beovercome by il weaponlholt is silwrand ChJOlic, or bya \\-"eJpon thal isgood).

Ifyour ddIllilge reduction ollready requires aspecific alignment (for example, DR/good andsilwr), this feat has no effect.

Snapping Jaws [Werewolf]Prerequisite: Curse of the Be.1st.Benefit: You are adept at making attacks ofopportunity with your jaws. While transfonnedwith the Curse of the Beast feat, you gaina +4bonus on attack rolls and a +2 bonus on d<lIllilgerolls for all attacks of opportunityyou make withyour bite attack.Special: If you have the Greatwulf Fonn, HybridFonn, or Master Greatwulf Fonn feats, you alsogain this benefit when transformed into thoseforms.

Superior Senses [Werewolf]Prerequisites: Perception 10 ranks, Curse of theBeast.Benefit: Your senses are keen enough that you areconstantly on alert even when not concentratingon them. Whenever you make a Perception skillcheck, ignore any penalties or increases to thecheck's IX from factors such as being distractedor asleep, or from the target being invisible. YourPerception checks are still affected as normal byfactors such as distance and unfavorableconditions.

Swift Hunter [Werewolf]

Prerequisite: Curse of the Beast.Benefit: You are particularly fast in your werewolffonn. When transfonned with the Curse of theBeast feat, your movement speed is increased byan additional 10 feet.Special: Ifyou have the Greatwulf Form, HybridFonn, or Greatwulf Fonn fedts, this feat alsoaffects your speed when in those fonns.

Tripping Teeth [Werewolf]Prerequisites: Curse ofthe BedSt, character level5'h.Benefit: When transfonned with the Curse oftheBeast fedt, you aTe exceptionally skilled at trippingup your foes with your bite. You gain a +2 bonus toCMB on trip attempts made with your bite attdck.Special: Ifyou have the Greatwulf Fonn or MasterGreatwulf Fonn feats, this also affects your abilityto trip foes with your bite attack when in thosefonns.

Virulent Poison [Werewolf]Prerequisite: Curse of the Beast, Poisonous Bite,character level 12th.Benefit: The poison you secrete with thePoisonous Bite feat becomes more potent. You cannow secrete virulent werewolf poison, instead.Doing so requires an additional daily use ofyourPoisonous Bite ability. The typeof ability damageyou dedi (Strength or Dexterity damage) is stilldetermined by the choice you made when youtook the Poisonous Bite fedt. Finally, you gain anadditional daily use ofyour Poisonous Bite ability.

VIRUU:NT WfRfWOI r POISONType poison, injury; Save Fort DC 10 + Ill. thewerewolfs hil dice + the werewolfs ConstitutionmodifierFrequency l/round for 6 roundsEffect Id6 Strength or Dexterity damageCure l. saves

Wild AwarenessBenefit: You gain a +3 bonus tOdll Perception andStealth skill checks at the cost of a -4 penalty to allBluff skill checks. Ifyou have 10 or more ranks ineither Perception or Stealth, the bonus incredses to+6 for that skill.

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Wild BodyIknefit: You gain a H bonus to all fortirud~ andReflex saving thIOW!ial ~COSI ofa -3 penalty toall Will saving thro'''~is,"

Wild Knowledgelkne6t: You gain a +3 bonus to aU Knowledge(nature) and Survival skill checks at the cost ofa'"1 penalty to all Knowledge (local) skill checks. Uyou haw 10 or more ranks in either Knowledge(nature) or Survival, the bonus increases to +6 fOI"that skill.

Wild Presencelkn~6t:You gain a +3 bonus to all H.mdl~Animaland Intimidate skill checks at the COSI of01'"1

penalty to all Diplomacy skill checks. Ifyou have10 or more ranks in either Handle Animal or In­timidate, the bonus inCrelSt'S to +6 for lhal skill.

Wild Warriorlkndit: You gain a H bonus to attack and damageroUs ~wilh unanned srrikesand nalUralattads at lhe cost ofa -1. penalty to AC and ReflexSoJ\.~ [fyou h.r.l! a baseattack bonus of +10 orhigher, the bonuses increase to +4 and thepenalties increase to -4.

Worrying Bil~ [Werewolf)Prerequisite: Curseofrhe Beast.Bmefit: When transformed with the Curse of the8Nst feal, your bite attack can delivrr~rfu]blcw.s.. It now thn-atens a critical hit on a roll of19or 1.0. further, ""ne~you su'-=SSfully~ acritical hit with your bite attack, you canimmediately ....'Orry your opponent, dealing 2d6points of bleed damage.Special: Ifyou have the Greatwulf Form or MasterGreatwulf Fonn feats, this also atl"ectsyour biteattack when in those fonns. In gre.ItwuU fonn,wonying lhe larger dea.ls J.d8 points of bleeddamage. In Master Greltwulf Form, it does 2(1.10

points of bleed damage.

Wulver Curse [Werewolf]Pruequisitn: Curse of the Beast, Cursed Bite,character level 7th.fknefit: Your lycanthropic curse can now causeyour victim to transfonn into a wulwr, a special,

mindless fonn ofwl:!rewolf <seeW~, in theNew Werewokl!S section). Whelle\l!!"a Medium­siue! hwnanoid or monstrous humanoid isredu~ to a number of hit points equal to its HitDire 01" £e....l!r byyour bite attack, it must succeedon a FortilUdesave (DC 10 + 1/1. your Hit Dire +your Wisdom modifier) or be transfonne<l into awulwr. This process takes one minute, durillgwhich the crealUre is helpless, and writhes interrible agony, visibly transfonning. AI the end ofthis time, the transformation is complete. Slayingthe crNture during the transfonnation preYt'lltsthe transformation from finishing. This feal doesfIOI grant any spedal ability 10 control the .....ukoer.

Wulver Master (Werewolf)PreIl!quisitn: Cure of the Beast, Cursed Bite,Wulvtor Curse, character level 9th.Ben~fit: You can control wulvers. As a standardaction, you can attempt to gain control O\'l"rasingl~\\-"Ulwr within 60 feel ofyou. Thewuhl!rmust succeed on a Will SiM' (DC 10 + 1/1. your HitDire +}VUI"Wasdom modi6l"f) or fall underyourcontrol.~ that fall under your control obeyyou WIqUl"5tioningly and to the best oftheirability. Theydo nor understand spoken language,but you can communicate your wishes to themempathically, as long as they remain within 60 feetofyou. You maintain control ofwulvers who movebeyond this range, and they will continue to followyour last directions to the best oftheir ability, bul)'Qu cannot communicate with them in this ...-ay(orher forms ofcommunication, such as atelep.l!hic bond, might~me this restriction).Ifa ""'UlwrfaUs under thecontrol oftwodifl"erentcharacters, make opposed Charisma checks 10determine who is able to control the wuJver.

You can control only so manywuiVl'rsat onetime: at any given time, you can control a numberof Hit Diceof wulwrs equal to twice your HitDire. Attempting 10 control more wulvers thanthis results in losing control of0100 ...mwrs.Special: You can take this feal multiple times.Each time you take it, increase the olIIlOUIIr of HitDire ofwuh~youCilll control byan amounlequal toyour Hit Dire. Each time you gain a newHil Dire, this increase is adjuSled accordingly.

Wild BodyIknefit: You gain a H bonus to all fortirud~ andReflex saving thIOW!ial ~COSI ofa -3 penalty toall Will saving thro'''~is,"

Wild Knowledgelkne6t: You gain a +3 bonus to aU Knowledge(nature) and Survival skill checks at the cost ofa'"1 penalty to all Knowledge (local) skill checks. Uyou haw 10 or more ranks in either Knowledge(nature) or Survival, the bonus increases to +6 fOI"that skill.

Wild Presencelkn~6t:You gain a +3 bonus to all H.mdl~Animaland Intimidate skill checks at the COSI of01'"1

penalty to all Diplomacy skill checks. Ifyou have10 or more ranks in either Handle Animal or In­timidate, the bonus inCrelSt'S to +6 for lhal skill.

Wild Warriorlkndit: You gain a H bonus to attack and damageroUs ~wilh unanned srrikesand nalUralattads at lhe cost ofa -1. penalty to AC and ReflexSoJ\.~ [fyou h.r.l! a baseattack bonus of +10 orhigher, the bonuses increase to +4 and thepenalties increase to -4.

Worrying Bil~ [Werewolf)Prerequisite: Curseofrhe Beast.Bmefit: When transformed with the Curse of the8Nst feal, your bite attack can delivrr~rfu]blcw.s.. It now thn-atens a critical hit on a roll of19or 1.0. further, ""ne~you su'-=SSfully~ acritical hit with your bite attack, you canimmediately ....'Orry your opponent, dealing 2d6points of bleed damage.Special: Ifyou have the Greatwulf Form or MasterGreatwulf Fonn feats, this also atl"ectsyour biteattack when in those fonn&. In gre.ItwuU fonn,wonying lhe larger dea.ls J.d8 points of bleeddamage. In Master Greltwulf Form, it does 2(1.10

points of bleed damage.

Wulver Curse [Werewolf]Pruequisitn: Curse of the Beast, Cursed Bite,character level 7th.fknefit: Your lycanthropic curse can now causeyour victim to transfonn into a wulwr, a special,

mindless fonn ofwl:!rewolf <seeW~, in theNew Werewokl!$ section). Whelle\l!!"a Medium­siue! hwnanoid or monstrous humanoid isredu~ to a number of hit points equal to its HitDire 01" £e....l!r byyour bite attack, it must succeedon a FortilUdesave (DC 10 + 1/1. your Hit Dire +your Wisdom modifier) or be transfonne<l into awulwr. This process takes one minute, durillgwhich the crealUre is helpless, and writhes interrible agony, visibly transfonning. AI the end ofthis time, the transformation is complete. Slayingthe crNture during the transfonnation preYt'lltsthe transformation from finishing. This feal doesfIOI grant any spedal ability 10 control the .....ukoer.

Wulver Master (Werewolf)PreIl!quisitn: Cure of the Beast, Cursed Bite,Wulvtor Curse, character level 9th.Ben~fit: You can control wulvers. As a standardaction, you can attempt to gain control O\'l"rasingl~\\-"Ulwr within 60 feel ofyou. Thewuhl!rmust succeed on a Will SiM' (DC 10 + 1/1. your HitDire +}VUI"Wasdom modi6l"f) or fall underyourcontrol.~ that fall under your control obeyyou WIqUl"5tioningly and to the best oftheirability. Theydo nor understand spoken language,but you can communicate your wishes to themempathically, as long as they remain within 60 feetofyou. You maintain control ofwulvers who movebeyond this range, and they will continue to followyour last directions to the best oftheir ability, bul)'Qu cannot communicate with them in this ...-ay(orher forms ofcommunication, such as atelep.l!hic bond, might~me this restriction).Ifa ",,'UlwrfaUs under thecontrol oftwodifferentcharacters, make opposed Charisma checks 10determine who is able to control the wuJver.

You can control only so manywuiVl'rsat onetime: at any given time, you can control a numberof Hit Diceof wulwrs equal to twice your HitDire. Attempting 10 control more wulvers thanthis results in losing control of0100 ...mwrs.Special: You can take this feal multiple times.Each time you take it, increase the olIIlOUIIr of HitDire ofwuh~youCilll control byan amounlequal toyour Hit Dire. Each time you gain a newHil Dire, this increase is adjuSled accordingly.

Page 16: A Necromancer's Grimoire - Marchen Der Daemonwulf II

llpda ted.F"e".llts.s _

The following feats were originaUyprinted inthe book Marchen der D.lemonwulf. They are onlya handful of the fe.us thaI were included, but areonl'S that WI' felt il was important to include withthis book, eilher because something in this bookreferen~Ihe feat, or because v,'t' feel that the featis an important option 10 provide for charactersusing Curse of the Bust to play a werewolf.

Most ofthese feats h.n't' also been slightlyupdated, with their wording adjusted to make£heir me.ming rnol'l! cledf', and in some cases smallmechanical adjustments made to the way the featfunctions (generally loaddress infonnation thatwas neglected or forgonen when the feat ""'as lUstprinled).~whoal'l! using both Mdrc~n derD.Jemon""lllrand Marchen der D.terr'lOllwulr"and an' using any of the foUowing feats. shoukiuse the~ printed ~, rather than theWf'Sions printed in the original M.Jrc~nderD.Jemonwulf.

The following fears an' presented inalphabffical OI'der.

Curse of the Beast (Werewolf]Benefit: You can transfonn into a wolf through avariety ofWiI)'S. While lransformed. yourracialbonuses 10 Dex!eriryand Constitutkln (ifany)incn-ase by +1, as does l'OUr Mtural annor bonus.The !J'aJ1Sfonnalion also grants l'OU low-lightvision and the seent special qualiry, a +1 bonus toCMD ""rsus trip attacks, and increases your baseffi(M'menl speed 1050 fl'l'l: (or increases it by 10

feel, ifyour movement speed is alre-ady 50 feet orgre<Jter). Further, the transformationgrantsyuu abiteatrack asa primary natural attack. This attackdeals Id6 poims ofpiercing and slashing damage.Unlike most natural attacks, you apply only}'l>UrStrength bonus, not 1.5 times )"Our Strengthbonus, 10 damage rolls made with this bite.

l"hi!; is a polymorph effect. Unlike otherpolymorph effects, yuur gear does not meld intoyour bodywith this transfonnation, but insteadfalls to the ground around you. Whiletransfonned, for the purposes of spells or effectsthat affect creatures of different types differently

(such as charm person, or banishment), you aretreated as a magical beast instead ofyour normalcreature type. Ifyuu are an undead creature, youare instead treated as a magical beast in additionto being treated as undead. Your type does notactually change, and neither do your subtypes (ifomy).

The£e are t:hre'I' ways in which you cantransfonn inlOa wolf using this feat. Each methodis outlined below:

Wil/ing Transrolmdtion: You can willinglychoosr to transfonn into a wolfas a 1llO\'t' action.You can use thisabiliry a numberoftimes per dayrqual to 1/1yourcharaeter IE"\o'I'l (minimum on~).

\\Ihen you willingly rransform, you remain lucidand seIf-iM"ilI'e throughout thr rransformarion,and can act normally. When you lransform in thisway, the transformation lasts up 10 one minut~per""V characterI~you possess (loa maximum of10 minutes at mthl~).Youcmnot perfonnawilling transformation while exhausted or£atiguM.

8.Jnle TransfOlmdtion: Whenever you al'l!nduced to less than 1/J.)VUC maximum hit points,you automalic.illy ttan:sfonn into a wolfas a freeaction. You haw no control 0YI'f thistransformation, and cannot: pf'I'\'t'nt it (unless)'OUhaw the Resist: Transformation feal, or afI'

~ted from changing sha~ by a spell ormagic item). When you transfonn in lhis £ashion,you an' OVNrome bya JXM",rfu) bloodlhirst, andan' not fully in control of)VUC actklns.. Eachround, lUU mUSl attack at Je.asr 001' creature ifable, and ifno creatures an' wilhin your reach, youimmediately begin searching for targets, movingtowards them as fast as you an' able and anackingthem as soon as you reach them.

Once per minute, including the round youinitially transfonn, you may make a Will S<We (DC20) to become lucid, in which caseyou controlyour actions as normal, inslead. You mayalsomake a new Will S<We to become lucid each timeyou attack an ally (a successful S<We prevents theattack). Finally, each crearureyou lcill whilerransfonned grants you a cumulative +J. bonus onWlil saves to become lucid. These bonuses lastuntil you successfully become lucid. Thistransformation lasts indefinitely as long as youremain bloodthirsty, but onceyou become lucid,the transformation lasts up to one minute before

llpda ted.F"e".llts.s _

The following feats were originaUyprinted inthe book Marchen der D.lemonwulf. They are onlya handful of the fe.us thaI were included, but areonl'S that WI' felt il was important to include withthis book, eilher because something in this bookreferen~Ihe feat, or because v,'t' feel that the featis an important option 10 provide for charactersusing Curse of the Bust to play a werewolf.

Most ofthese feats h.n't' also been slightlyupdated, with their wording adjusted to make£heir me.ming rnol'l! cledr, and in some cases smallmechanical adjustments made to the way the featfunctions (generally loaddress infonnation thatwas neglected or forgonen when the feat ""'as lUstprinled).~whoal'l! using both Mdrc~n derD.Jemon""lllrand Marchen der D.terr'lOllwulr"and an' using any of the foUowing feats. shoukiuse the~ printed ~, rather than theWf'Sions printed in the original M.Jrc~nderD.Jemonwulf.

The following fears an' presented inalphabffical OI'der.

Curse of the Beast (Werewolf]Benefit: You can transfonn into a wolf through avariety ofWiI)'S. While lransformed. yourracialbonuses 10 Dex!eriryand Constitutkln (ifany)incn-ase by +1, as does l'OUr Mtural annor bonus.The !J'aJ1Sfonnalion also grants l'OU low-lightvision and the seent special qualiry, a +1 bonus toCMD ""rsus trip attacks, and increases your baseffi(M'menl speed 1050 fl'l'l: (or increases it by 10

feel, ifyour movement speed is alre-ady 50 feet orgre<Jter). Further, the transformationgrantsyuu abiteatrack asa primary natural attack. This attackdeals Id6 poims ofpiercing and slashing damage.Unlike most natural attacks, you apply only}'l>UrStrength bonus, not 1.5 times )"Our Strengthbonus, 10 damage rolls made with this bite.

l"hi!; is a polymorph effect. Unlike otherpolymorph effects, yuur gear does not meld intoyour bodywith this transfonnation, but insteadfalls to the ground around you. Whiletransfonned, for the purposes of spells or effectsthat affect creatures of different types differently

(such as charm person, or banishment), you aretreated as a magical beast instead ofyour normalcreature type. Ifyuu are an undead creature, youare instead treated as a magical beast in additionto being treated as undead. Your type does notactually change, and neither do your subtypes (ifomy).

The£e are t:hre'I' ways in which you cantransfonn inlOa wolf using this feat. Each methodis outlined below:

Wil/ing Transrolmdtion: You can willinglychoosr to transfonn into a wolfas a 1llO\'t' action.You can use thisabiliry a numberoftimes per dayrqual to 1/1yourcharaeter IE"\o'I'l (minimum on~).

\\Ihen you willingly rransform, you remain lucidand seIf-iM"ilI'e throughout thr rransformarion,and can act normally. When you lransform in thisway, the transformation lasts up 10 one minut~per!¥.vcharacterI~you possess (loa maximum of10 minutes at mthl~).Youcmnot perfonnawilling transformation while exhausted or£atiguM.

8.Jnle TransfOlmdtion: Whenever you al'l!nduced to less than 1/J.)VUC maximum hit points,you automalic.illy ttan:sfonn into a wolfas a freeaction. You haw no control 0YI'f thistransformation, and cannot: pf'I'\'t'nt it (unless)'OUhaw the Resist: Transformation feal, or afI'

~ted from changing sha~ by a spell ormagic item). When you transfonn in lhis l"ashion,you an' OVNrome bya JI'M",rfuI bloodlhirst, andan' not fully in control of)VUC actklns.. Eachround, lUU mUSl attack at Je.asr 001' creature ifable, and ifno creatures an' wilhin your reach, youimmediately begin searching for targets, movingtowards them as fast as you an' able and anackingthem as soon as you reach them.

Once per minute, including the round youinitially transfonn, you may make a Will S<We (DC20) to become lucid, in which caseyou controlyour actions as normal, inslead. You mayalsomake a new Will S<We to become lucid each timeyou attack an ally (a successful S<We prevents theattack). Finally, each crearureyou lcill whilerransfonned grants you a cumulative +J. bonus onWlil saves to become lucid. These bonuses lastuntil you successfully become lucid. Thistransformation lasts indefinitely as long as youremain bloodthirsty, but onceyou become lucid,the transformation lasts up to one minute before

Page 17: A Necromancer's Grimoire - Marchen Der Daemonwulf II

ending.Nighttime Trdllsformalion: Every night, you

automatically transfonn at sunset. ThistrdI15formation takes a full minute, during whichyou are staggered. As this transformation takesplace, you may make a Will save (DC 20) tobecome lucid, in which caseyou control youractions as normal. Otherwise, your predatoryinstincts take over, and you rush out into thenight, traveling ld6 miles and then hunting forasentient creature to slay. Ifyou fail to becomelucid, you ha""e no control over your actionsduring this time, and do not remember them afterthe trall5fonnation is O\o"er. See Sidebar: HandlingNighttime Trall5formations for more informationon these exclltsioll5. Ifyou are alreadytrdI15fonned when 5Unset occurs, you remain inwolf fonn but must still make the Will save to stay(or become) lucid. Whetheryou become lucid ornot, your nighttime activities do not prevent youfrom gaining the full benefits of a night's rest.

This trall5formation lasts until sunrise,though ifyou successfully become lucid you canend it at any timeasa full-round action. Once

lmap:W~lf by snKS-I<J69

0..._.0-------­Sidebar: Handling Night-Time Transformations

Because of the nature of nighttimetrall5formatioll5, they typically don't need to bedetailed in full: for one thing, the character is un­likely to remember more than vague, hazy flashesof the events in question, and foranother, it willlikely be less than entertaining for the group as awhole to go through every excruciating detail ofhunting down a level 2 commoner in the night.While some nighttime transfonnatioll5 should behandled in detail, especially if somethinginteresting or exciting is going to occur, most canbe handled with only a few passing words. Thoughsome GMs will be tempted to throw randomencounters at the werewolfwhile he is alone andfilled with bloodlust, you should generally resistthis temptation, unless you are careful to ensurethat the encounter is an appropriate challenge forthe character by himself, and also that allmembers ofyour party either havea way to beinvolved in the encounter in a fun and excitingway, or have the opportunity for their own soloencounters.

In general GMs should take one of twoapproaches to handling nighttimetrall5formatioll5. The first approach is for the GMto determine on his or her own whether or not thewerewolfcharacter manages to find and kill anyprey, and, ifso, what it is. The other is for thewerewolfcharacter to makea Survival check, witha 15 or higher indicating that heor she successfullyslew a victim, and noticeably higher numbersindicating particularly 5UITessful hunts. Also, thewerewolfcharacter should generally be able toreturn to the rest of the PCs by around sunrise,unless there is good reason (for eXdlIlple, it will befun and interesting for the group as a whole) forthings to be to the contrary. Finally, think long andhard before having the werewolf attack the otherparty members while they are sleeping, as this willlikely not create much fun for anyone. This isamong the reasons that the Curse of the Beast featspecifically indicates that the werewolf travels Id6miles from the party before beginning his or herhunt.

-------~---'<l~...~.--------

Page 18: A Necromancer's Grimoire - Marchen Der Daemonwulf II

your transfOl1Tl3lion ends, you are exhausted forone minute, after which you are fatigued for 10

minutes.Speci..J.: Ifyou areaffiicted by the cwseofrycanthropy, )UU nwy choose to retrain a feat youpossess and take this feat, instead. Ifyou do so,you noI~ suffer from the cwse of lycanthropy.The Curse of lhe Beast feat cannot be retrained'o\-ithout aid of spdls such as r=llJ\.'" cwse or heal,~rdless of how it was gained. FmaUy, ifyou~ the curse of lycanthropy, you count as havingthis feat for the purpose ofanything that lists it asa prerequisite.Special: for the purposes of pren-quisites for featsor P£e5rige classes, )UU count as possessing all theattacks and special abilities which you possesswhile transfonned (such as a bite attack, the scentspecial quality, and so on). Ifyou onlypossesssuch abilities while transfonned, you only gain thebenefits of fedls or prestige classes which havethose abilities as a prerequisite whileyou aretransfonned, however.

Cursed Bite [Werewolf]PTl:'Tl:'quisite: Curse of the Beast.kne6t: While transfonned with the Curse of theBeast feal, your bite attack can transmit the curseof lycanthropy. Whenewr you damage ahwnanoid creature with your bite attack, he mustsucceed on a fonirude saw (DC 15) OI"rontract thecwseof lycanthropy (see the PathfinderRoIepI•.yinS Game Core Rulebook roc moreinfonnation on Ihe cwse of lycanthropy). If thetaTBf't is more than one- size cat~ry larger orsmaller than )UU, this ability bas no effect.Sp«ial: Naturallycanthropescount as having thisfeat for the purposes of feats or prestige classeswhich list this feal as a prerequisite.Sp«ia.l: If)UU h.n~ the Greatwulf form, Hybridfonn or Master Greatwulf Fono feats., this alsoaffects your bite attack when in those forms.

Extended Transfonnation (Wen-wolf]PreTl:'quWte: CuJ'Sf' of the Beast.knefit: When you make a willing transformationwith the CUJ'Sf' of the Beast fedt, thetransformation lasts up to one minute percharacter level you possess.Normal: When you make a willing transformationwith the Curse of the Beast feat, the

transfol1Tl3lion lasts up to one minute per two

character le\o'l'ls you possess (to a maximum of 10

minutes at 1.oth le\o'!.'l).

GreatwuU Fonn [Werewolf)Prerequisites: Cune of the Beast, character lewl6<h.Benefit: When you transform with the Curse ofthe Beast feat, you nwychoose to adopt agreatwulf fonn--the fonn ofa huge and primal\rolf-instead of the fonn you normallytransfonnto. You make this cho~each t:i.me you transform,~ if the transfonnation is inwlunlMy.

In addition to all the normal benefits anddrawbacks of the normal transformation (asdescribed under Cuneofthe Beast), while ingreatwulf fonn, you gain a variety of benefits, andgrowto Large size. These benefits, including thebenefits from increasing in size, are as follov."S: yougain a +4 bonus to Strength and Constirution,your natur.ll annor bonus increases by +6, yourbase land speed increases to SO feet, and you gaina +1 size bonus to CMB and CMD. Your size doesimpose some penalties hov.-ever. and you suffer a-1size penalty to attack rolls and AC, a -]. sizepenalty to Ayskill checks, and a -4 size penalty toStealth skill checks while in greatwulffono. Yourbite attack in greatwulf fonn dedls IdS points ofdamage instead of the normalld6. As a Largecn"ature, you take up a la-foot square, rather thana 5-foot one.

Howl of the Night Hunter [Werewolf]Prerequisite: Curse of the Beast.knefit: Once per day, as a standard action thatprm."Okes attacks ofopportunity, you can let loosea fearsome hao.\.i. All creatures within lHl feet: ofyou that can hear you must succeed on a Will SolW'

(DC 10 + 1/1.}Vlll" Hit Dice +}Vlll"Charismamodifier) or become frightened for one minUle.Crearures that ha"" at least 5 fewer Hil Dice than}QU do are panicked instedd. Even if the targetsucceeds on its saving throw, il is still shaken for anumber of rounds equal to your Charismamodifier.Special: You nwy take this fedt more than once.Each time you do, you gain an additional dailyuseof this ability.

your transfOl1Tl3lion ends, you are exhausted forone minute, after which you are fatigued for 10

minutes.Speci..J.: Ifyou areaffiicted by the cwseofrycanthropy, )UU nwy choose to retrain a feat youpossess and take this feat, instead. Ifyou do so,you noI~ suffer from the cwse of lycanthropy.The Curse of lhe Beast feat cannot be retrained'o\-ithout aid of spdls such as r=llJ\.'" cwse or heal,~rdless of how it was gained. rmaUy, ifyou~ the curse of lycanthropy, you count as havingthis feat for the purpose ofanything that lists it asa prerequisite.Special: for the purposes of pren-quisites for featsor P£e5rige classes, )UU count as possessing all theattacks and special abilities which you possesswhile transfonned (such as a bite attack, the scentspecial quality, and so on). Ifyou onlypossesssuch abilities while transfonned, you only gain thebenefits of fedls or prestige classes which havethose abilities as a prerequisite whileyou aretransfonned, however.

Cursed Bite [Werewolf]PTl:'Tl:'quisite: Curse of the Beast.kne6t: While transfonned with the Curse of theBeast feal, your bite attack can transmit the curseof lycanthropy. Whenewr you damage ahwnanoid creature with your bite attack, he mustsucceed on a fonirude saw (DC 15) OI"rontract thecwseof lycanthropy (see the PathfinderRoIepI•.yinS Game Core Rulebook roc moreinfonnation on Ihe cwse of lycanthropy). If thetaTBf't is more than one- size cat~ry larger orsmaller than )UU, this ability bas no effect.Sp«ial: Naturallycanthropescount as having thisfeat for the purposes of feats or prestige classeswhich list this feal as a prerequisite.Sp«ia.l: If)UU h.n~ the Greatwulf form, Hybridfonn or Master Greatwulf Fono feats., this alsoaffects your bite attack when in those forms.

Extended Transfonnation (Wen-wolf]PreTl:'quWte: CuJ'Sf' of the Beast.knefit: When you make a willing transformationwith the CUJ'Sf' of the Beast fedt, thetransformation lasts up to one minute percharacter level you possess.Normal: When you make a willing transformationwith the Curse of the Beast feat, the

transfol1Tl3lion lasts up to one minute per two

character le\o'l'ls you possess (to a maximum of 10

minutes at 1.oth le\o'!.'l).

GreatwuU Fonn [Werewolf)Prerequisites: Cune of the Beast, character lewl6<h.Benefit: When you transform with the Curse ofthe Beast feat, you nwychoose to adopt agreatwulf fonn--the fonn ofa huge and primal\rolf-instead of the fonn you normallytransfonnto. You make this cho~each t:i.me you transform,~ if the transfonnation is inwlunlMy.

In addition to all the normal benefits anddrawbacks of the normal transformation (asdescribed under Cuneofthe Beast), while ingreatwulf form, you gain a variety of benefits, andgrowto Large size. These benefits, including thebenefits from increasing in size, are as follov."S: yougain a +4 bonus to Strength and Constirution,your natur.ll annor bonus increases by +6, yourbase land speed increases to SO feet, and you gaina +1 size bonus to CMB and CMD. Your size doesimpose some penalties hov.-ever. and you suffer a-1size penalty to attack rolls and AC, a -]. sizepenalty to Ayskill checks, and a -4 size penalty toStealth skill checks while in greatwulffono. Yourbite attack in greatwulf fonn dedls IdS points ofdamage instead of the normalld6. As a Largecn"ature, you take up a la-foot square, rather thana 5-foot one.

Howl of the Night Hunter [Werewolf]Prerequisite: Curse of the Beast.knefit: Once per day, as a standard action thatprm."Okes attacks ofopportunity, you can let loosea fearsome hao.\.i. All creatures within lHl feet: ofyou that can hear you must succeed on a Will SolW'

(DC 10 + 1/1.}Vlll" Hit Dice +}Vlll"Charismamodifier) or become frightened for one minUle.Crearures that ha"" at least 5 fewer Hil Dice than}QU do are panicked instedd. Even if the targetsucceeds on its saving throw, il is still shaken for anumber of rounds equal to your Charismamodifier.Special: You nwy take this fedt more than once.Each time you do, you gain an additional dailyuseof this ability.

Page 19: A Necromancer's Grimoire - Marchen Der Daemonwulf II

Hybrid Form [Werewolf]Prerequisites: Curse of the Beast, character level6d>.Benefit: When you transform with the Curse ofthe Beast feat, you may choose to adopt a hybridform-a monstrous beast that is a cross bern'een ahuman and a wolf-instead of the form younormally transform to. You make this choice eachtime you transfonn, even if the transfonnation isinvoluntary.

When you transform into hybrid form, youdo not gain the nonnal benefits of transfonningwith the Curse of the Beast feat. Instead, you gainthe following benefits: your racial bonuses toStrength and Constitution increase by +2, you gainthe low-light vision and scent special qualities, andyou gain a primary bite natural attack and two

primary claw natural attacks. All three of theseattacks dealld6 points of slashing damage (thebite attack deals piercing and slashing) on asuccessful hit, and apply your Strength modifier asa bonus to damage rolls. Because your claws areclumsy and ill-equipped to wield ",~aponswhile inthis form, you suffer a -z penalty to attack rollsmade with manufactured weapons. Ifyou do wielda manufactured weapon, any natural attacks youmake are l:J'eated as secondary attacks, instead.This is a polymorph effect. Unlike otherpolymorph effects, your gear does not meld intoyour body with this transformation, but insteadremains equipped and functions nonnally. Whiletransformed, for the purposes ofspells or effectsthat affect creatures of different types differently(such as charm person, or banishment), you aretreated as a monstrous humanoid instead ofyournormal creature type. Ifyou are an undeadcreature, you are instead treated asa monstroushumanoid in addition to being treated as undead.Your type does not actually change, and neither doyour subtypes (ifany).

Improved Scent [Monster]Prerequisite: Scent special quality.Benefit: Your scent ability functions at twice thenormal range (including the ranges for upwind,downwind, and pinpointing a scent's location).Further, you gain an additional +4 bonus toSurvival skill checks made to track a creatureusing scent.

Additionally, as long as you can smell a

creature, you may make a Knowledge skill check ofthe appropriate type (arcana for dragons, planesfor outsiders, religion for undead, etc.) to identifythe creature, even ifyou are not trained in theskill. You gain a +5 bonus on such checks.

Finally, your sense of smell allows you torecognize individuals whose scent you are familiarwith, which may foil disguises that do not includea scent component (if the disguise does include ascent component, you make a Perception checkopposed by the target's Disguise check, asnormal). Additionally, you gain a +4 bonus onWill saves made to disbelieve illusions that do notpossess a scent component.

Lycanthropic Toughness [Werewolf]Prerequisites: Curse ofthe Beast, character lewl

"".Benefit: You gain damage reduction z/silverwhileyou are transformed with the Curse of the Beastfeat.Special: You may take this feat multiple times.Each time you take it, increase the damagereduction the feat grants byl (forexamp/e, acharacter who look lhe feat lwic:e would ha~"e DR]lsi/ver, whiled charilcler who took lhe feat fivelimes would hdve DR 6/sil~"er).

Poisonous Bite [Werewolf]Prerequisites: Curse ofthe Beast, character level5th.Benefit: Three times per day, as a swift action, youcan coat your fangs in a potent poison. This poisonpersists on your fangs for one minute, and yourbite delivers the poison with each successful attackduring that time. Ifyou do not havea bite attack atthe time you activate this ability, it has no effect.The poison deals either Strength or Dexteritydamage to the victim, and this choice must bemade when the feat is taken, and cannot later bechanged. You are immune to your own poison, butnot to the poison ofother characters with thePoisonous Bite feat. The poison you secrete cannotbe collected or stored.

WERF.WOl.r 1'()ISOI'\Type poison. injury; Save Fort DC 10'" 1/2 thewerewolfs hit dice ... the werewolfs ConstitutionmodifierFrequency ,/round for 6 rounds

Hybrid Form [Werewolf]Prerequisites: Curse of the Beast, character level6d>.Benefit: When you transform with the Curse ofthe Beast feat, you may choose to adopt a hybridform-a monstrous beast that is a cross bern'een ahuman and a wolf-instead of the form younormally transform to. You make this choice eachtime you transfonn, even if the transfonnation isinvoluntary.

When you transform into hybrid form, youdo not gain the nonnal benefits of transfonningwith the Curse of the Beast feat. Instead, you gainthe following benefits: your racial bonuses toStrength and Constitution increase by +2, you gainthe low-light vision and scent special qualities, andyou gain a primary bite natural attack and two

primary claw natural attacks. All three of theseattacks dealld6 points of slashing damage (thebite attack deals piercing and slashing) on asuccessful hit, and apply your Strength modifier asa bonus to damage rolls. Because your claws areclumsy and ill-equipped to wield ",~aponswhile inthis form, you suffer a -2 penalty to attack rollsmade with manufactured weapons. Ifyou do wielda manufactured weapon, any natural attacks youmake are l:J'eated as secondary attacks, instead.This is a polymorph effect. Unlike otherpolymorph effects, your gear does not meld intoyour body with this transformation, but insteadremains equipped and functions nonnally. Whiletransformed, for the purposes ofspells or effectsthat affect creatures of different types differently(such as charm person, or banishment), you aretreated as a monstrous humanoid instead ofyournormal creature type. Ifyou are an undeadcreature, you are instead treated asa monstroushumanoid in addition to being treated as undead.Your type does not actually change, and neither doyour subtypes (ifany).

Improved Scent [Monster]Prerequisite: Scent special quality.Benefit: Your scent ability functions at twice thenormal range (including the ranges for upwind,downwind, and pinpointing a scent's location).Further, you gain an additional +4 bonus toSurvival skill checks made to track a creatureusing scent.

Additionally, as long as you can smell a

creature, you may make a Knowledge skill check ofthe appropriate type (arcana for dragons, planesfor outsiders, religion for undead, etc.) to identifythe creature, even ifyou are not trained in theskill. You gain a +5 bonus on such checks.

Finally, your sense of smell allows you torecogni2e individuals whose scent you are familiarwith, which may foil disguises that do not includea scent component (if the disguise does include ascent component, you make a Perception checkopposed by the target's Disguise check, asnormal). Additionally, you gain a +4 bonus onWill saves made to disbelieve illusions that do notpossess a scent component.

Lycanthropic Toughness [Werewolf]Prerequisites: Curse ofthe Beast, character lewl

"".Benefit: You gain damage reduction 2/silverwhileyou are transformed with the Curse of the Beastfeat.Special: You may take this feat multiple times.Each time you take it, increase the damagereduction the feat grants byl (for example, acharacter who look lhe feat lwic:e would ha~"e DRJlsilver, whiled charilcler who took lhe feat fivelimes would hdve DR 6/sil~"er).

Poisonous Bite [Werewolf]Prerequisites: Curse ofthe Beast, character level5th.Benefit: Three times per day, as a swift action, youcan coat your fangs in a potent poison. This poisonpersists on your fangs for one minute, and yourbite delivers the poison with each successful attackduring that time. Ifyou do not havea bite attack atthe time you activate this ability, it has no effect.The poison deals either Strength or Dexteritydamage to the victim, and this choice must bemade when the feat is taken, and cannot later bechanged. You are immune to your own poison, butnot to the poison ofother characters with thePoisonous Bite feat. The poison you secrete cannotbe collected or stored.

WERF.WOl.r 1'()ISOI'\Type poison. injury; Save Fort DC 10'" 1/2 thewerewolfs hit dice ... the werewolfs ConstitutionmodifierFrequency '/round for 6 rounds

Page 20: A Necromancer's Grimoire - Marchen Der Daemonwulf II

Effect ld4 Strcngth or DClCterity d<lmageCure I save

Resist Transformation IWerewolf]~requi.site:Curse of the Be.ut.Benefit: When you ","ould make a battletransformation ora nighttime transformationwith the Curse of the Beast feat, you lllclY make aWillSilVing throw (DC 20) to resist thetransformation. Ifyou succeed, thetransformation is completely negated. E..~n ifyoufail the saving throw, you may still make a separateWillSilVing throw to remain lucid, as normal.Nonllol1: You carwot resist a battle transfonnationor a nighttime transformation. You can onlyattempt to remain lucid after the transfonnation~

hllolp: W..-ewolf by STlKS-l¢9

I'ackl.m:d _

'You look at meand see just a man. But you aremiStdken. / am something fiJr more than a s;ngleman. / am the hedd ofa pdck, ..I closely-bondedd//i.mc:e ofhunters dnd Wilrr;ors. Wedreallbf'Olhersand sisters in the pac:k. and Otlr ties arethickereven than blood. What isgood forthepack isgood fcx each member. and what is goodfor jlJ; members isgood for the p.lCk. They followme beoc:duse I know this. They respect me beoc:JuSt'I am strong. Makean etK'lTlyofoneofus, dnd youmake an enemy ofthe whole pack:

-Derek the Wolf, pack lord

Pad: lords draw on a strong. inner force ofleadet'ship ro insp~ almost supemaruralloyalryin others. They~said to~thespiritofthe\Wllf \\-ithin them, and indeed pack lordsal.....,,)'sseem to sutrOUtKI. t:hemseM.os \\-ith woh't'S andother hunting animals, but their raw, animalch.uisma. grants them sway O\-~r more than justbe"","

Becoming a Pack Lord

Though many pack lonls~ competentwarrion in their awn right, most pack lords focusinstead on support and leadership, alI"","ing theirpack mates to do most of the direct combat,empoYomng their allies and inspiring them togreater heights as hWlters.

Entry Requirements

Abilities; Charisma 14 or higher.Skills; Diplomacy or Intimidate 6 ranks.Special; Must haW' some special connectionto wolves in general orone wolf in specific,such as having a wolf animal companion. orworshipping a god ofwol\o't'S, taking theCurse of the Beast feat, etc.

Making a Pac:k Lord

Pack lords use their raw charisma andleadership instincts to inspire great loyalty andprowess amongst those elite warriors theychoose

Page 21: A Necromancer's Grimoire - Marchen Der Daemonwulf II

Table Z-l: The Pack LordBase Attack Fort R,f Will

Level Bonus Save Save Save Special., ., ., .0 Gather pack, ., ., ., ., Alpha status, inspiration

) .) ., ., ., Chann monster, ., ., ., ., Inspiration

5 ., .) .) ., Dual inspiralion6 .6 .) .) ., Inspiration

7 ·7 ., ., ., Pack avatar8 .8 ., ., .) Inspiration, ., ., ., .) Greater pack avatar.. .'0 ., ., .) Inspiration

to make a part of their pack. Class Skills

Abilities: Most of the pack lord's abilitiesbenefit from having a high Charisma score, whichinspires greater confidence and loyalty from thepack lord's pack mates. Most pack lords are alsomelee fighters of some kind, and so they generallybenefit from high Strength for bonuses to attackand damage, high Dexterity for greater AC, andhigh Constitution, allowing them to take morehits. Having a high Strength or Constitution scoreis also a good way for a pack lord to gamer therespect of his pack.

Alignment: Pack lords generally tendtowards neutral alignments, much like the wolvesthey emulate. \¥hile their tendency to distancethemselves from society, and the fact that theyrarely respect any authority but their own leansthem towards the chaotic, their close bonds withtheir pack, and the responsibility of caring forthose they lead leaves them with one foot plantedfinnly in lawful territory. Pack lords can be goodas easily as evil, and neither type is particularlymore common than the other. Evil pack lordstypically still care about their pack mates, theysimply lead their packs to evil ends, such ashunting and preying upon innocents, while goodpack lords typically use their pack's power toprote<:t the",-eak and hunt down evil.

Hit Dice: dm.

The pack lord's class skills (and the key abilityfor each skill) are Diplomacy (Cha), Intimidate(Cha), Knowledge (nature) (Int), Perception(WIS), and SurviVilI (Wis).

Skill Ranks at each Level: 1. + Intelligencemodifier.

Class Features

The following are class features of the packlord prestige class.

Weapon and Armor Proficiency: Pack lordsgain no proficiencywith any weapon or annoI'.

Gather Pack (Ex): At 1st level, a pack lordattracts a number ofdire wolves who regard him asthe leader of their pack, and obey his commands.The number ofwolves is determined by the packlord's leadership score (his character level plus hisCharisma modifier), as indicated on the tablebelow These wolves are fiercely loyal to the packlord, and they share a bond with the pack lord thatallows him to empathically share his wishes withthem. With a standard action, he can silentlydirect all the wolves in his pack that are within 60feet of him, and they will obey him to the best oftheir ability.

At 4th level, the dire wolves in the pack lord'spack gain the adVilnced creature template, and at7th level they gain the giant creature template.

Table Z-l: The Pack LordBase Attack Fort R,f Will

Level Bonus Save Save Save Special., ., ., .0 Gather pack, ., ., ., ., Alpha status, inspiration

) .) ., ., ., Chann monster, ., ., ., ., Inspiration

5 ., .) .) ., Dual inspiralion6 .6 .) .) ., Inspiration

7 ·7 ., ., ., Pack avatar8 .8 ., ., .) Inspiration, ., ., ., .) Greater pack avatar.. .'0 ., ., .) Inspiration

to make a part of their pack. Class Skills

Abilities: Most of the pack lord's abilitiesbenefit from having a high Charisma score, whichinspires greater confidence and loyalty from thepack lord's pack mates. Most pack lords are alsomelee fighters of some kind, and so they generallybenefit from high Strength for bonuses to attackand damage, high Dexterity for greater AC, andhigh Constitution, allowing them to take morehits. Having a high Strength or Constitution scoreis also a good way for a pack lord to gamer therespect of his pack.

Alignment: Pack lords generally tendtowards neutral alignments, much like the wolvesthey emulate. \¥hile their tendency to distancethemselves from society, and the fact that theyrarely respect any authority but their own leansthem towards the chaotic, their close bonds withtheir pack, and the responsibility of caring forthose they lead leaves them with one foot plantedfinnly in lawful territory. Pack lords can be goodas easily as evil, and neither type is particularlymore common than the other. Evil pack lordstypically still care about their pack mates, theysimply lead their packs to evil ends, such ashunting and preying upon innocents, while goodpack lords typically use their pack's power toprote<:t the",-eak and hunt down evil.

Hit Dice: dm.

The pack lord's class skills (and the key abilityfor each skill) are Diplomacy (Cha), Intimidate(Cha), Knowledge (nature) (Int), Perception(WIS), and SurviVilI (Wis).

Skill Ranks at each Level: 1. + Intelligencemodifier.

Class Features

The following are class features of the packlord prestige class.

Weapon and Armor Proficiency: Pack lordsgain no proficiencywith any weapon or annoI'.

Gather Pack (Ex): At 1st level, a pack lordattracts a number ofdire wolves who regard him asthe leader of their pack, and obey his commands.The number ofwolves is determined by the packlord's leadership score (his character level plus hisCharisma modifier), as indicated on the tablebelow These wolves are fiercely loyal to the packlord, and they share a bond with the pack lord thatallows him to empathically share his wishes withthem. With a standard action, he can silentlydirect all the wolves in his pack that are within 60feet of him, and they will obey him to the best oftheir ability.

At 4th level, the dire wolves in the pack lord'spack gain the adVilnced creature template, and at7th level they gain the giant creature template.

Page 22: A Necromancer's Grimoire - Marchen Der Daemonwulf II

Finally, at loth lew!, each ofthe dire wolves'natural "''eilpons becomes enchanted, gaining a +3l'Ilhancement bonus to attack and damage. At thepack lord's discretion, some 01" all of thatenhancement bonus can be "traded in~ for specialabilitie (such as fLuning or holy). This d«iskln,once made, cannot" later be alterm.

Ifa mernbefofthrpack 1onI.'s pack is slain, anew ....olfjoins the paek: in 1<4"'~

At 2nd levt'l, the pack lord gains a bonus onBluffand Intimidate checks based on the numberof pack members in his pack, including anywolves granted by his pack lord cLIss feature. Theexact amount is detennined by the table below.

Pack Members Bluffand lnt.imidate Bonus

Leadership Scorel.essthan,o

1156

Alpha Status (Ex): Beginning at 2nd level, apack lord is able to accept intelligent crearuresinto his pack, as well as wolves. This has """0effects: first, only creatures in the pack lord's packcan benefit from his inspirations (see below).Second. each creature that joins the pack lord'spack accepts him as their leader, and the pack lorddraws JXl""'er from this.

In order for an intelligent creature to join thepack lord's pack, it must willingly accept the packlord as its leader. The pack 1onI. must then acceptthe pol:enti.al pack member as a member of hispack. Typically, a ritual demonstrating the newpack member's subservience to the pack lord isiIMllved (....hich may invoh'e ~ling. sw~aring

oaths, or rolling O\l!'r and shawing the pack lordo~'s belly), but these are not strictly necesary.E,-en ifno ritual is in\'olwd, the plXl"S£ ta~a

full minute to take effect. Either party can end thefifect at any time simply by ...iIling it. They canlater resume the bond, ifboth parties 'oI-ill sriDagree to it,

Anycreature that has joined a pack lord'spack in this w<ty suffers a -2 penalty on Bluff,Diplomacy, and Intimidate checks. Though thewolves granted by the pack lord class feature aremembers of the pack lord's pack for the purposesof inspirations, this penalty does not apply tothem.

Inspiration: At .znd level, and every two1l"Vds thereafter, the pack lord learns a newinspiration. Inspirations are special abilities thatallow him to channel his spirit as the leader of thepack through his pack members, empoweringthem and granting them various benefits. Unlessotherwise stated, each inspiration requires astandard action to use, and can be used atwill.Whenever an inspiration refers to a pack member,it includes anywolves gained through the packlord class feature, as "''ell as anyone who haswillingiy becomea part of the pack lord's pack asout1ined in the alpha status class feature.

A number of inspirations allow a packmember to rill an action. Regardless ofwhetherthat action v.uul.d nonna11y be a standard action, a~ action, or n-'l"n a full-round action. all suchinspirations allow the pack member to perfonn theaction as a fr= action, f'\'eIl though it is not

(.'llrft'Ildy the pack member's rum.

Coordinated Suik... (Ex): This inspirationallaws twoof the pack 1onI.'s pack members ...ithinJO fet't of the pack lord, who are both adjacent tothe same creature, to each make a single meleeattack roll against that creature. They gain a +2

bonus on their attack and damage rolls for thoseattacks.

neren5ive PQ5ition (Ex); lbis inspirationallows all of the members of the pack lord's pack

Finally, at loth lew!, each ofthe dire wolves'natural "''eilpons becomes enchanted, gaining a +3l'Ilhancement bonus to attack and damage. At thepack lord's discretion, some 01" all of thatenhancement bonus can be "traded in~ for specialabilitie (such as fLuning or holy). This d«iskln,once made, cannot" later be alterm.

Ifa mernbefofthrpack 1onI.'s pack is slain, anew ....olfjoins the paek: in 1<4"'~

At 2nd levt'l, the pack lord gains a bonus onBluffand Intimidate checks based on the numberof pack members in his pack, including anywolves granted by his pack lord cLIss feature. Theexact amount is detennined by the table below.

Pack Members Bluffand lnt.imidate Bonus

Leadership Scorel.essthan,o

1156

Alpha Status (Ex): Beginning at 2nd level, apack lord is able to accept intelligent crearuresinto his pack, as well as wolves. This has """0effects: first, only creatures in the pack lord's packcan benefit from his inspirations (see below).Second. each creature that joins the pack lord'spack accepts him as their leader, and the pack lorddraws JXl""'er from this.

In order for an intelligent creature to join thepack lord's pack, it must willingly accept the packlord as its leader. The pack 1onI. must then acceptthe pol:enti.al pack member as a member of hispack. Typically, a ritual demonstrating the newpack member's subservience to the pack lord isiIMllved (....hich may invoh'e ~ling. sw~aring

oaths, or rolling O\l!'r and shawing the pack lordo~'s belly), but these are not strictly necesary.E,-en ifno ritual is in\'olwd, the plXl"S£ ta~a

full minute to take effect. Either party can end thefifect at any time simply by ...iIling it. They canlater resume the bond, ifboth parties 'oI-ill sriDagree to it,

Anycreature that has joined a pack lord'spack in this w<ty suffers a -2 penalty on Bluff,Diplomacy, and Intimidate checks. Though thewolves granted by the pack lord class feature aremembers of the pack lord's pack for the purposesof inspirations, this penalty does not apply tothem.

Inspiration: At .znd level, and every two1l"Vds thereafter, the pack lord learns a newinspiration. Inspirations are special abilities thatallow him to channel his spirit as the leader of thepack through his pack members, empoweringthem and granting them various benefits. Unlessotherwise stated, each inspiration requires astandard action to use, and can be used atwill.Whenever an inspiration refers to a pack member,it includes anywolves gained through the packlord class feature, as "''ell as anyone who haswillingiy becomea part of the pack lord's pack asout1ined in the alpha status class feature.

A number of inspirations allow a packmember to rill an action. Regardless ofwhetherthat action v.uul.d nonna11y be a standard action, a~ action, or n-'l"n a full-round action. all suchinspirations allow the pack member to perfonn theaction as a fr= action, f'\'eIl though it is not

(.'llrft'Ildy the pack member's rum.

Coordinated Suik... (Ex): This inspirationallaws twoof the pack 1onI.'s pack members ...ithinJO fet't of the pack lord, who are both adjacent tothe same creature, to each make a single meleeattack roll against that creature. They gain a +2

bonus on their attack and damage rolls for thoseattacks.

neren5ive PQ5ition (Ex); lbis inspirationallows all of the members of the pack lord's pack

Page 23: A Necromancer's Grimoire - Marchen Der Daemonwulf II

that are adjacent to the pack lord to take a full­defense action.

Inspired Charge (Ex):This inspiration allowsa single member of the pack lord's pack to make acharge action against a single creature it cancharge. The charging creature gains a +4 bonus onanydamage rolls made as part of the charge.

Pack Magic (Sp): TIlls inspiration allows asingle member of the pack lord's pack to cast asingle spell he or she can currently cast (the spellmust either be prepared, or, if the caster isaspontaneous caster, he or she must havea spellslot of the appropriate level available to use). Thespell must have a casting time of no more than astandard action, and the spell slot, as well asanymaterial components the spell requires, are stillexpended.

Charm Monster (Sp): Beginning at Jrd level,a pack lord is able to use his raw, animal charismato influence others. He can cast ch.Jrm mOIlS/erasa spell-like ability three times per day. His casterlevel for the purposes ofthis ability is equal totwice his class level, and the saving throw DC isCharisma-based.

Dual Inspiration (Ex): Beginning at 5thlevel, the pack lord can use two inspirations at onetime. As a single standard action, heapplies thebenefits ofa two inspirations that he knows. Nosingle member of his pack can benefit from morethan one of these inspirations in a single round,but he can use one inspiration for the benefit ofsome pack members and another inspiration forthe benefit of others. The pack lord can use thisability a number of times perday equal to his packlord level + his Charisma modifier.

The pack lord then receives a temporarycirrumstance bonus to his Strength, Dexterity, andConstitution scores. TIlls bonus lasts for oneminute, and the amount of the bonus depends onthe number of pack members whose energy he isborrowing, as indicated on the table below.

Pack Avatar (Su): Beginning at 7th level, thepack lord can draw on the strength of the variousmembers of his pack in order to become a terriblefighting force. Once per day, as a move action, hecan draw this energy from all pack memberswithin 60 feet of him. If he does so, each packmember within range immediately becomesfatigued, and remains fatigued until one hour afterthis ability ends. A member of the pack that wouldbe affected by this ability cannot choose to leavethe pack in order to avoid becoming fatigued inthis way. Hecan choose to leave the pack afterbecoming fatigued, and if so he no longercontributes to the benefits the pack lord receives,but this does not restore his fatigue.

Regroup (Ex):This inspiration allows all ofthe pack lord's pack members within 60 feet ofthe pack lord to make a single move action. Theydo not provoke attacks ofopportunity for leavingthe square that they started in during thismovement, though they do provoke attacks ofopportunity for leaving further squares.

RelemJessAssault (Ex): TIlls inspirationallows a single member of the pack lord's pack tomake a full attack against a single target with amelee\\ieapon (either natural or manufactured).

~vage Strike (Ex): TIlls inspiration allows asingle member of the pack lord's pack to makeasingle, exceptionally IJO'I'~rful melee attackagainst a single target. If the attack hits, it dealsadditional damage equal to twice the pack lord'sclass level.

Second Wind (Su): This inspiration restoresthe vitality and fighting spirit of the pack. Eachmember of the pack lord's pack that is adjacent tothe pack lord heals Id8 hit points per two classlevels the pack lord possesses (rounded down,maximum Sd8 at 10th level). Anypack memberwho has Ih his or her maximum hit points ormore is not affected by this ability.

Pack Members1-3

4.67-10

11-15

,6.

Ability Bonusu.,.6.8.,.

that are adjacent to the pack lord to take a full­defense action.

Inspired Charge (Ex):This inspiration allowsa single member of the pack lord's pack to make acharge action against a single creature it cancharge. The charging creature gains a +4 bonus onanydamage rolls made as part of the charge.

Pack Magic (Sp): TIlls inspiration allows asingle member of the pack lord's pack to cast asingle spell he or she can currently cast (the spellmust either be prepared, or, if the caster isaspontaneous caster, he or she must havea spellslot of the appropriate level available to use). Thespell must have a casting time of no more than astandard action, and the spell slot, as well asanymaterial components the spell requires, are stillexpended.

Charm Monster (Sp): Beginning at Jrd level,a pack lord is able to use his raw, animal charismato influence others. He can cast ch.Jrm mOIlS/erasa spell-like ability three times per day. His casterlevel for the purposes ofthis ability is equal totwice his class level, and the saving throw DC isCharisma-based.

Dual Inspiration (Ex): Beginning at 5thlevel, the pack lord can use two inspirations at onetime. As a single standard action, heapplies thebenefits ofa two inspirations that he knows. Nosingle member of his pack can benefit from morethan one of these inspirations in a single round,but he can use one inspiration for the benefit ofsome pack members and another inspiration forthe benefit of others. The pack lord can use thisability a number of times perday equal to his packlord level + his Charisma modifier.

The pack lord then receives a temporarycirrumstance bonus to his Strength, Dexterity, andConstitution scores. TIlls bonus lasts for oneminute, and the amount of the bonus depends onthe number of pack members whose energy he isborrowing, as indicated on the table below.

Pack Avatar (Su): Beginning at 7th level, thepack lord can draw on the strength of the variousmembers of his pack in order to become a terriblefighting force. Once per day, as a move action, hecan draw this energy from all pack memberswithin 60 feet of him. If he does so, each packmember within range immediately becomesfatigued, and remains fatigued until one hour afterthis ability ends. A member of the pack that wouldbe affected by this ability cannot choose to leavethe pack in order to avoid becoming fatigued inthis way. Hecan choose to leave the pack afterbecoming fatigued, and if so he no longercontributes to the benefits the pack lord receives,but this does not restore his fatigue.

Regroup (Ex):This inspiration allows all ofthe pack lord's pack members within 60 feet ofthe pack lord to make a single move action. Theydo not provoke attacks ofopportunity for leavingthe square that they started in during thismovement, though they do provoke attacks ofopportunity for leaving further squares.

RelemJessAssault (Ex): TIlls inspirationallows a single member of the pack lord's pack tomake a full attack against a single target with amelee\\ieapon (either natural or manufactured).

~vage Strike (Ex): TIlls inspiration allows asingle member of the pack lord's pack to makeasingle, exceptionally IJO'I'~rful melee attackagainst a single target. If the attack hits, it dealsadditional damage equal to twice the pack lord'sclass level.

Second Wind (Su): This inspiration restoresthe vitality and fighting spirit of the pack. Eachmember of the pack lord's pack that is adjacent tothe pack lord heals Id8 hit points per two classlevels the pack lord possesses (rounded down,maximum Sd8 at 10th level). Anypack memberwho has Ih his or her maximum hit points ormore is not affected by this ability.

Pack Members1-3

4.67-10

11-15

,6.

Ability Bonusu.,.6.8.,.

Page 24: A Necromancer's Grimoire - Marchen Der Daemonwulf II

Greater Pack Avatar (Su): At 9th level, thepack lord is able to use his pack avatar classfeature three times per day, instead of just once.Additionally, while he is using the pack avatarclass feature, any of his pack members who arecurrently affected by the pack avatar class featurecan spend a full-round action to allow the packlord to take a full round's worth of actions on thepack member's tum. No more than one packmember may use this ability per combat round,and each pack member may use it only once peruse of the pack avatar ability.

Playing a Pack Lord

Pack lords are charismatic figures withstrong, magnetic personalities that attract othersto follow them and accept their leadership. lbismay be because the pack lord cares deeply abouthis followers and is SlUe to take care of them andensure that they receive the best, or it may bebecause the pack: lord has a singular vision towhich he aims, and that dream carries hisfollowers on as well. It may be for other reasonsentirely. But even those pack lords who don'tmake their pack their first priorityunderstandthat the pack is important, and not to bemistreated.

Races: Humansare the most conunon packlords, in part due to their general prevalence, butalso in part because they are generally the racethat is most able to get in touch with their innerwolfand still beable to attract anyone to followthem. Half-orcs and orcs are also surprisinglyconunon, as many of these races are alreadydeeply in touch with their inner wolf, thoughorcish pack lords tend to attract only wolves andorcs to their packs. Occasionally an elfor half-elfwill take up the mantle of pack lord, typicallystyling themselvesasa noble lord of the hunt, butthis is far rarer than humans or half-orcs.Dwarves, gnomes, and Halflings generally don'tbecome pack lords, though the odd exception isnot unheard of.

Religion: Pack lords are not typically Vl"ryreligious, though some pack lords areexceptionally so. Becoming a pack: lord does notmakea character any more or less likely to have

religious inclinations than he was before enteringthe prestige class. Some pack lords use their packsto religious ends, driving their followers on in afrenzied crusade. Others have their own quiet,private beliefs which they keep to themselves anddo not share with their pack, or perhaps believe innothing at all. Generally speaking, a pack lordthat is religious is more likely to worship a naturedeity or god of the hunt than any other sort ofdeity, but a pack lord's power comes from within,and in some rare cases pack lords have even beenknown to worship deities of civilization, law, andarchitecture.

Other Classes: Pack lords respect andappreciate the abilities ofall classes, and theirprimary concern when presented with anotherparty member is how best to apply thatcharacter's specific skills to the benefit of thepack. In general, they get along best with meleefighters, such as barbarians and fighters, becausethe majority of their inspirations work best withsuch characters, and because direding them issimilar to directing the pack lord's wolfcompanions. That said, they place a high valueonspellcasters, ranged combatants, and anyone elsewith a more unique skill set, recognizing thatthese skills areat least as valuable, ifnot more so,than the ones that the melee fighters possess.

Pack Lords in the World

"Yes, I remember Lhe Red Woll Theyca/ledhim a bandir, bUl to my mind he WilS somerhing il

biL different, he WilS. Flaming red hair, ilnd LhenLhere \\-"erealilhose wolves Ihar alw"ys went withhim-large enough to block OUL rhe sun. II SLilrred

with just him, atracking the caravans going up to

the governor's manor. He'd kill Lheguilrds <Indtake rome plunder, sure, bUl the bulk ofir he justleft rhere. Maybe he was !Tying to be kind, ormaybe he jusr didn'r want to tilke more rhiln hecould carry. bUl whar was left over really helped usout. And soon illor ofrhe men \\-"eregoing OUI tojoin him. Before long he had a small "rmy OUI

there:

-Fendrick Smallcaster, mayor of Freehold

Greater Pack Avatar (Su): At 9th level, thepack lord is able to use his pack avatar classfeature three times per day, instead of just once.Additionally, while he is using the pack avatarclass feature, any of his pack members who arecurrently affected by the pack avatar class featurecan spend a full-round action to allow the packlord to take a full round's worth of actions on thepack member's tum. No more than one packmember may use this ability per combat round,and each pack member may use it only once peruse of the pack avatar ability.

Playing a Pack Lord

Pack lords are charismatic figures withstrong, magnetic personalities that attract othersto follow them and accept their leadership. lbismay be because the pack lord cares deeply abouthis followers and is SlUe to take care of them andensure that they receive the best, or it may bebecause the pack: lord has a singular vision towhich he aims, and that dream carries hisfollowers on as well. It may be for other reasonsentirely. But even those pack lords who don'tmake their pack their first priorityunderstandthat the pack is important, and not to bemistreated.

Races: Humansare the most conunon packlords, in part due to their general prevalence, butalso in part because they are generally the racethat is most able to get in touch with their innerwolfand still beable to attract anyone to followthem. Half-orcs and orcs are also surprisinglyconunon, as many of these races are alreadydeeply in touch with their inner wolf, thoughorcish pack lords tend to attract only wolves andorcs to their packs. Occasionally an elfor half-elfwill take up the mantle of pack lord, typicallystyling themselvesasa noble lord of the hunt, butthis is far rarer than humans or half-orcs.Dwarves, gnomes, and Halflings generally don'tbecome pack lords, though the odd exception isnot unheard of.

Religion: Pack lords are not typically Vl"ryreligious, though some pack lords areexceptionally so. Becoming a pack: lord does notmakea character any more or less likely to have

religious inclinations than he was before enteringthe prestige class. Some pack lords use their packsto religious ends, driving their followers on in afrenzied crusade. Others have their own quiet,private beliefs which they keep to themselves anddo not share with their pack, or perhaps believe innothing at all. Generally speaking, a pack lordthat is religious is more likely to worship a naturedeity or god of the hunt than any other sort ofdeity, but a pack lord's power comes from within,and in some rare cases pack lords have even beenknown to worship deities of civilization, law, andarchitecture.

Other Classes: Pack lords respect andappreciate the abilities ofall classes, and theirprimary concern when presented with anotherparty member is how best to apply thatcharacter's specific skills to the benefit of thepack. In general, they get along best with meleefighters, such as barbarians and fighters, becausethe majority of their inspirations work best withsuch characters, and because direding them issimilar to directing the pack lord's wolfcompanions. That said, they place a high valueonspellcasters, ranged combatants, and anyone elsewith a more unique skill set, recognizing thatthese skills areat least as valuable, ifnot more so,than the ones that the melee fighters possess.

Pack Lords in the World

"Yes, I remember Lhe Red Woll Theyca/ledhim a bandir, bUl to my mind he WilS somerhing il

biL different, he WilS. Flaming red hair, ilnd LhenLhere \\-"erealilhose wolves Ihar alw"ys went withhim-large enough to block OUL rhe sun. II SLilrred

with just him, atracking the caravans going up to

the governor's manor. He'd kill Lheguilrds <Indtake rome plunder, sure, bUl the bulk ofir he justleft rhere. Maybe he was !Tying to be kind, ormaybe he jusr didn'r want to tilke more rhiln hecould carry. bUl whar was left over really helped usout. And soon illor ofrhe men \\-"eregoing OUI tojoin him. Before long he had a small "rmy OUI

there:

-Fendrick Smallcaster, mayor of Freehold

Page 25: A Necromancer's Grimoire - Marchen Der Daemonwulf II

pack lords to him.

Table 2-2: Pack Lord LoreDC Information

Pack Lord Lore: Characters with ranks inKnowledge (Ildture) can research pack lords tolearn more about them. Vllhen a character lIlilkesthis skill check, read or paraphrase theinformation from the table below, including theentries for lower Des.

NPC Reactions: The first thing that theaverage person notices about a pack lord is the factthat he is accompanied by a group ofdire wolves(in the case of powerful pack lords, these direwolves eventually become Huge, which is a veryintimidating sight indeed). This canunderstandably beoff-putting for most NPCs.Many feel that someone so deeply in toum withtheir inner wolf must be some sort of feral savage,and often the pack lord does not disappoint onthis score. At the same time, however, a pack lord'spower comes from his innate leadership, and soNPCs who get to know a pack lord generally findthemselves being"l-un over to the pack lord's side,forced toadmire his inner strength and forthrightself-determilldtion.

Pack lords are beast masters who surroundthemselves with dife wolves.A pack lord's power comes from his abilityto take leadership, and he can inspire greatbattle prowess in his pack.

'5

Notables: As charisIIldtic and often quiteoutLmdish figures, pack lords frequently becomevery popular and well-known figures, though notalways for the best. While pack lords like the RedWolf, a bandit king who was reputed, against allevidence, to do his work for the good of thepeople, are generally admired and honored asheroes, other pack lords., such as Jorrgull the Beast,a barely-civilized IIldn who led a small horde ofbarbarians and giant winter wolves on a bloodypath through the frozen north, are de<:ried asmonsters.

Daily Life: Pack lords are generally veryactive, spending their time either 5e<:uring thewell-being of the pack (through hunting orotherwise procuring food, and also securingshelter and other necessities), training and drillingthe members of the pack, or, in IllilIlY cases,driving the pack onwards towards some goal.\Vhi.le the welfare of the pack is more than enoughconcern for some pack lords, other see their packas a means to a much loftier goal, and these tendspend nearly every waking minute striving towardsthat goal. As far as other habits, pack lords canrange from incredibly civilized to downrightSilVage, sowhile some pack lords will hunt for theirfood with their bare hands, others hunt onhorseback, dirffting their companions. Oneconunon trend among pack lords, however, is thatthey nearly all enjoy the thrill of the hunt-a packlord almost never eats meat he didn't take somepart in killing, ifhe can help it.

Organizations: Generally speaking, eachpack lord isan organization unto himself, formingthe head of his own pack. Pack lords usually don'tspend much time in each other's company,because all pack lords are Ildturalleaders, and soany time that two meet there is an instant frictionbetween them. Forthis reason, there is noorganization for pack lords. That said, there aresome legends that say that, at the end of time, inthe last battle, a great pack lord will appear, andhis pack will be IIldde entirely of other pack lords,forming a pack of packs, and this great pack willmarch out as a legion against the enemy. This isgenerally held to be superstition, but in theory, if acharisIIldtic enough pack lord were to appear,there is no particular reason he couldn't draw other

'5

3"

Most pack lords expand their p<lck beyondjust wolves, to other humanoids as well,These followers accept the pack lord'sdominance and gain benefits.

pack lords to him.

Table 2-2: Pack Lord LoreDC Information

Pack Lord Lore: Characters with ranks inKnowledge (Ildture) can research pack lords tolearn more about them. Vllhen a character lIlilkesthis skill check, read or paraphrase theinformation from the table below, including theentries for lower Des.

NPC Reactions: The first thing that theaverage person notices about a pack lord is the factthat he is accompanied by a group ofdire wolves(in the case of powerful pack lords, these direwolves eventually become Huge, which is a veryintimidating sight indeed). This canunderstandably beoff-putting for most NPCs.Many feel that someone so deeply in toum withtheir inner wolf must be some sort of feral savage,and often the pack lord does not disappoint onthis score. At the same time, however, a pack lord'spower comes from his innate leadership, and soNPCs who get to know a pack lord generally findthemselves being"l-un over to the pack lord's side,forced toadmire his inner strength and forthrightself-determilldtion.

Pack lords are beast masters who surroundthemselves with dife wolves.A pack lord's power comes from his abilityto take leadership. and he can inspire greatbattle prowess in his pack.

'5

Notables: As charisIIldtic and often quiteoutLmdish figures, pack lords frequently becomevery popular and well-known figures, though notalways for the best. While pack lords like the RedWolf, a bandit king who was reputed, against allevidence, to do his work for the good of thepeople, are generally admired and honored asheroes, other pack lords., such as Jorrgull the Beast,a barely-civilized IIldn who led a small horde ofbarbarians and giant winter wolves on a bloodypath through the frozen north, are de<:ried asmonsters.

Daily Life: Pack lords are generally veryactive, spending their time either 5e<:uring thewell-being of the pack (through hunting orotherwise procuring food, and also securingshelter and other necessities), training and drillingthe members of the pack, or, in IllilIlY cases,driving the pack onwards towards some goal.\Vhi.le the welfare of the pack is more than enoughconcern for some pack lords, other see their packas a means to a much loftier goal, and these tendspend nearly every waking minute striving towardsthat goal. As far as other habits, pack lords canrange from incredibly civilized to downrightSilVage, sowhile some pack lords will hunt for theirfood with their bare hands, others hunt onhorseback, dirffting their companions. Oneconunon trend among pack lords, however, is thatthey nearly all enjoy the thrill of the hunt-a packlord almost never eats meat he didn't take somepart in killing, ifhe can help it.

Organizations: Generally speaking, eachpack lord isan organization unto himself, formingthe head of his own pack. Pack lords usually don'tspend much time in each other's company,because all pack lords are Ildturalleaders, and soany time that two meet there is an instant frictionbetween them. Forthis reason, there is noorganization for pack lords. That said, there aresome legends that say that, at the end of time, inthe last battle, a great pack lord will appear, andhis pack will be IIldde entirely of other pack lords,forming a pack of packs, and this great pack willmarch out as a legion against the enemy. This isgenerally held to be superstition, but in theory, if acharisIIldtic enough pack lord were to appear,there is no particular reason he couldn't draw other

'5

3"

Most pack lords expand their p<lck beyondjust wolves, to other humanoids as well,These followers accept the pack lord'sdominance and gain benefits.

Page 26: A Necromancer's Grimoire - Marchen Der Daemonwulf II

Pack Lords in the Game

Because pack lords haw a pack, rach packlord becomes something ofa party unto himself,with a number of"''OM-s and potentially otherfoI.l0'0l01!l'S obeying his commands in battle. A largenwnber of the pack lord's class features directlytil' into this "banle commander" theme, allowinghim to dole out enra actions to nrious packmembers in order to tacticallydm't' the banle, Ina sense, 01'lCt' combat 5lart5, the pack lord's playe:ris playing not just the pack lord, but rathertheentire pack. Often, it ....ill feel. mo~ like he is play­ing the rest of the pack than the pack lordhimself, as the pack lord ...ill often spend his tumgranting actions to others.

Obviously any character that has a numberof hangers-on that fight in combat has thepotential to take upan unfair amount of combattime and monopolize the spotlight. This is one ofthe reasons that the number ofwolves that thepack lord could get was limited, and also why thepack lord'sabilities enable him to grant actions toother parry melnbers as well, which will often bemore advantageous than granting actions to thewolves. TI)' rocreate combat situations thatrl."Ward dewr tactics, and allow the pack lord totakeadvamageof his exrra bodies, but also try tocreate situations that reward the pack lord forgiving other party members extra actions, as well,in order to keep eo.wyone at the table enga~ andinwl...m,

Also remember that ....bile joining a packlord's pack does reqllir'e ~iK.'a'pting the pack lordasone'sleader; that doesn't me.m that anyonewho does 50 (whether PC or NPC) is forad toblindly obey the commands ofthe pack lord, Thisis more a symbolic gesture, and ...-hile the packlord is free to l'l'O"ilCt membership from those whohe feels don't belong in the pack, he can't fOKeanyone to obey him simply because they havejoined the pack. Pack lords should not tum theother parry members into mindless combatpuppets, controlling the entire parry on thebanlefield,

New Werewolves

1he following pages present mles and lIirrordescriptions for five new types of"''!'I'l''WOlf, fromthe LoI.:'....<I, a~ of nomadic, plains-d....dlingcanine humanoids, to the vurdulak-a crea£Wl'created ...-ben an eo.ri.I spirit posRS5t'5 a corpse andtransfonns it into a murderous, bloodthirstymonster with the features of a wol£.

In all the~ are two monsters, two templates,and a p~r (or NPC) r~, Each entty (exrept theLoli...<1 race) comes with a statistics block, and allof the entries come with all the necessarymechanical information to use them in }UW"g<UIlt',

as well as lIirrorfui background infonnationaboutwhat the crN£Wl"S habits a~,

For more information on reading a monster'sstatistics entry, set' the PJthfinder BestiJry.

Irnar: W-....olf bySTIKS-~

Page 27: A Necromancer's Grimoire - Marchen Der Daemonwulf II

Lok...'w"','- _

Lok'w.! area fact' ofwolf-like humanoids.Some scholars beliew- that lht-y are descendedfrom wolves, others believing that £hey aredescended hom \\-'l"~M-s.1he Iol:'....-alhrmsehtibe~ that their I'ila' was crNted bythe blessing ofArtharis, a great ~lfspirit d)a(they belieYl' watches~ their~Ieand lands.

Physica.l. ~ption; Thesr fur-oo\'eredhumanoids share St"\-waI characterisl:ics with~ and are NSily mistaken £01" a w'!'rewoJf inhybrid fonn. They~ canine heads, Wrpclaw-like nails on their hands and [!"I'(, andwolf-like tails. 1be color of their fur varies asmuch clS it does for regular wolves: lok'wil that~U on the plains tend to hiM' fur £hat blends inwith the grasses of the plains; whereas those thatdwell in forests tend to have much darker fur.Generally they keep their fur trimmed rdativelyshon, though some cultivate large manes of hairaround their heads, or long braids. Others simplyallow all of their fur to growout long, giving thema shaggy look. They tend to be taller th<inhumans, with a stronger frame.

Society: 1.ok'wa tend to live as huntef­gatherers in nomadic tribes that rhey refer to aspacks. These packs an' often led by a single pair of101.:'_, one male-and one female. Thesealphaslend to be the strongt'St and most experiencedmembers of the pack. Though this pair is oftenIIIdted, they are not aN.'iI)'S- A number ofeklenand shamans provide 8"iwnn' to the a1ph.ls,....ilen needed, and see to a number of lessernosponsibilities in rwming the pack. A pack'spopulation varies based on the abundance of foodand Olher resourcrs in thearea, and inpanicul.uly hard times a numbe!" of the pilCk'smembers may split offfrom the pack in order tose.m:h for e.uier living elseY.-heIl'.

Lok'wa have a strong affinity for wolves, andmany lok'wa ket'p wolves and other dogs as hunt­ing companions. When alok'wa comes ofage at'5 years old, he is usually sent out on a visionquest ill order to find his own guiding spirit,which the lok'wa believe helps to INd themthrough their lives, providing not only advice and

counsel, but also protecting the lok'wa fromhannful spiritual influences.

Relations: Lolc'wa tend to be slOYI to trustother raers, though they are usually moIl' wary ofthem than hostile. This isan understandableposition, iI.S other racrs often misl:an lok'wa forIyt:anthropes, and ir's nO( lUlCOJlUJIOll for suchprop"' to attack lok\o,a on sight due to thismisconception. This persecution has led lok\o,a (0

b.n't' a fairly insular society, ket'ping largely tothemsd\'t'S and doing their best to awid ot:berI'iK.'e. Despite this general attitude, Iok'....a hiM- along-standing hatnd ofgnolls. and the two racrsfight bitterly any time they meet, with constantskirmishing occurring iflok'wa and gnolls findthemseh.'t'S sharing the SiI.ITIl' territory.

Alignment and Religion: Asa ran', lolc'wagenerally gravitate tOWclrdS chaotic alignments,though not so much that lawfullok'wa cannot befound. Lolc'wa generally tend toward neutralalignments over good or evil ones, though this isfar frama hard and fast rule. Most lok'wa adheretoa mixed religion that venerates both naturespirits, such as the spirits of specific rocks, trees,rM-1S, plains, and so on, as well as the spirits oftheirancestors. and Anharis, the mythical wolfspirit that they view as their ultimate and oldestancestor, ....-ho is father to their entire raer. Somelolc'....a, especially those whoven~ -<If fromtheir packs and join othercultures, tum to variousdruidic sects, or e!sfo to nature deities. A handfulof lok'wa with man' violent tendencies~pdeities of hunring and slaughter.

Adventurers: Though most Iok'wa li\o't' outthe entiretyof their lives in their pack. and mayDe\=BlCOUIltera hllll'lan ora memberofanotherrace, a11lok'wa are dWiI.l'l' of the outside world anda significant minority decide to set out into it,oner they b.n't' had their vision quest and officiallycome ofage. "Their reasons for doing so differ, butthose lok'wa who all' willing to discuss the matteroften say that they fet'l a stitTing in their heartwhich tells them to explore a ","'Orld beyorul theone they know. Few lok'wa tNly fit into thesocieties of other races, hO"'"eVt'r. and so most ofthose that leave their pack become adventurers, orelse tum to another profession that puts them

Lok...'w"','- _

Lok'w.! area fact' ofwolf-like humanoids.Some scholars beliew- that lht-y are descendedfrom wolves, others believing that £hey aredescended hom \\-'l"~M-s.1he Iol:'....-alhrmsehtibe~ that their I'ila' was crNted bythe blessing ofArtharis, a great ~lfspirit d)a(they belieYl' watches~ their~Ieand lands.

Physica.l. ~ption; Thesr fur-oo\'eredhumanoids share St"\-waI characterisl:ics with~ and are NSily mistaken £01" a w'!'rewoJf inhybrid Conn. They~ canine heads, Wrpclaw-like nails on their hands and [!"I'(, andwolf-like tails. 1be color of their fur varies asmuch clS it does for regular wolves: lok'wil that~U on the plains tend to hiM' fur £hat blends inwith the grasses of the plains; whereas those thatdwell in forests tend to have much darker fur.Generally they keep their fur trimmed rdativelyshon, though some cultivate large manes of hairaround their heads, or long braids. Others simplyallow all of their fur to growout long, giving thema shaggy look. They tend to be taller th<inhumans, with a stronger frame.

Society: 1.ok'wa tend to live as huntef­gatherers in nomadic tribes that they refer to aspacks. These packs an' often led by a single pair of101.:'_, one male-and one female. Thesealphaslend to be the strongt'St and most experiencedmembers of the pack. Though this pair is oftenIIIdted, they are not aN.'iI)'S- A number ofeklenand shamans provide 8"iwnn' to the a1ph.ls,....ilen needed, and see to a number of lessernosponsibilities in rwming the pack. A pack'spopulation varies based on the abundance of foodand Ol1Jer resourcrs in thearea, and inpanicul.uly hard times a numbel- of the pilCk'smembers may split offfrom the pack in order tose.m:h for e.uier living elseY.-heIl'.

Lok'wa have a strong affinity for wolves, andmany lok'wa ket'p wolves and other dogs as hunt­ing companions. When alok'wa comes ofage at'5 years old, he is usually sent out on a visionquest ill order to find his own guiding spirit,which the lok'wa believe helps to INd themthrough their lives, providing not only advice and

counsel, but also protecting the lok'wa fromhannful spiritual influences.

Relations: Lolc'wa tend to be slOYI to trustother raers, though they are usually moIl' wary ofthem than hostile. This isan understandableposition, iI.S other racrs often misl:an lok'wa forIyt:anthropes, and ir's nO( lUlCOJlUJIOll for suchprop"' to attack lok\o,a on sight due to thismisconception. This persecution has led lok\o,a (0

b.n't' a fairly insular society, ket'ping largely tothemsd\'t'S and doing their best to awid ot:berI'iK.'e. Despite this general attitude, Iok'....a hiM- along-standing hatnd ofgnolls. and the two racrsfight bitterly any time they meet, with constantskirmishing occurring iflok'wa and gnolls findthemseh.'t'S sharing the SiI.ITIl' territory.

Alignment and Religion: Asa ran', lolc'wagenerally gravitate tOWclrdS chaotic alignments,though not so much that lawfullok'wa cannot befound. Lolc'wa generally tend toward neutralalignments over good or evil ones, though this isfar frama hard and fast rule. Most lok'wa adheretoa mixed religion that venerates both naturespirits, such as the spirits of specific rocks, trees,rM-1S, plains, and so on, as well as the spirits oftheirancestors. and Anharis, the mythical wolfspirit that they view as their ultimate and oldestancestor, ....-ho is father to their entire raer. Somelolc'....a, especially those whoven~ -<If fromtheir packs and join othercultures, tum to variousdruidic sects, or e!sfo to nature deities. A handfulof lok'wa with man' violent tendencies~pdeities of hunring and slaughter.

Adventurers: Though most Iok'wa li\o't' outthe entiretyof their lives in their pack. and mayDe\=BlCOUIltera hllll'lan ora memberofanotherrace, a11lok'wa are dWiI.l'l' of the outside world anda significant minority decide to set out into it,oner they b.n't' had their vision quest and officiallycome ofage. "Their reasons for doing so differ, butthose lok'wa who all' willing to discuss the matteroften say that they fet'l a stitTing in their heartwhich tells them to explore a ","'Orld beyorul theone they know. Few lok'wa tNly fit into thesocieties of other races, hO"'"eVt'r. and so most ofthose that leave their pack become adventurers, orelse tum to another profession that puts them

Page 28: A Necromancer's Grimoire - Marchen Der Daemonwulf II

outside of proper civilization.

Names: Lok'wa generally have only a singlename, which is chosen for them by their parentsat the age of five. These names generally describethe lok'wa, either physically or spiritually.

Individual N<Jmes (in Wolfen): Arkthus,G'tharn, Harrko, K.a'tharra, Rothtram, Tharrisk.

Individual N<Jmes (in Common): Dustpelt,Mosshide, Redclaw, Riverpaw, Silverfang,Swiftpaw.

Scent: Lok'wa have a very keen sense of smell andcan use it locate creatures and objects by theirscent. Lok'wa possess the scent special quality. Seethe P.Jlhfinder Roleplaying Game Besfiaryformore information.

Beast Speak: Lok'wa with a Wisdom of 11 or highergain speak with animals as a spell-like ability onceper day. The caster level for this effect is equal tothe lok'wa's Hit Dice.

Hunter's Senses: Lok'wa receive a +2 racial bonuson Peffeption skill checks and a +4 racial bonus onSurvival skill checks made to track via scent.

Physical Statistics: A lok'wa reachesadulthood at the age of 14, and most lok'waadventurers begin their careers between the agesof 15 and l5. A lok'wa becomes middle-aged at 35,becomes old at 53, and becomes venerable at 70years of age. A lok'wa's height and v.~ightcan berandomlydetennined on the table below:

GenderMale

Female

BaseHeight5ft. .zin.5 ft. 0 in.

HeightModifier

+.zd12

+.zd12

BaseWeightl<)olbs.170 Ibs.

WeightModifier

)( zlbs.x zlbs.

Wolfen Fangs: Lok'wa have powerful canines justlike regular wolves, granting a bite attack. lbis isasecondary natural attack that deals Id4 points ofpiercing damage.

Languages: Lok'wa begin play speaking Commonand Wolfen (their own language, which consists ofa complex combination of barks and growls).Lok'wa with high Intelligence scores can choosefrom the following: Draconic, Giant, Gnoll,Gnome, Goblin, Ore, and Sylvan.

Lok'wa Racial Traits

H Dexterity, +2 WISdom, -2 Intelligence:Lok'wa are both agile and wise, but have little usefor the book-learning of more "civilized" races.

Medium: Lok'wa are Medium creatures and haveno bonuses or penalties due to their size.

Fast Speed: Lok'wa hilVl'a base speed of 40 feet.

Lok'wa Subtype: Lok'wa are humanoids with thelok'wa subt)pe. The lok'wa subt)pe grantslow-Light vision and scent. Creatures with thelok'wa subt)pe can be affected by spells that canaffect animals, even if those spells couldn'tnormally affect them.

Low-Ught Vision: Lok'wa can see twice as far inconditions ofdim light as humans. See thePathfinder Roleplaying Game Core Ru/ebook formore information.

outside of proper civilization.

Names: Lok'wa generally have only a singlename, which is chosen for them by their parentsat the age of five. These names generally describethe lok'wa, either physically or spiritually.

Individual N<Jmes (in Wolfen): Arkthus,G'tharn, Harrko, K.a'tharra, Rothtram, Tharrisk.

Individual N<Jmes (in Common): Dustpelt,Mosshide, Redclaw, Riverpaw, Silverfang,Swiftpaw.

Scent: Lok'wa have a very keen sense of smell andcan use it locate creatures and objects by theirscent. Lok'wa possess the scent special quality. Seethe P.Jlhfinder Roleplaying Game Besfiaryformore information.

Beast Speak: Lok'wa with a Wisdom of 11 or highergain speak with animals as a spell-like ability onceper day. The caster level for this effect is equal tothe lok'wa's Hit Dice.

Hunter's Senses: Lok'wa receive a +2 racial bonuson I'effeption skill checks and a +4 racial bonus onSurvival skill checks made to track via scent.

Physical Statistics: A lok'wa reachesadulthood at the age of 14, and most lok'waadventurers begin their careers between the agesof 15 and l5. A lok'wa becomes middle-aged at 35,becomes old at 53, and becomes venerable at 70years of age. A lok'wa's height and v.~ightcan berandomlydetennined on the table below:

GenderMale

Female

BaseHeight5ft.2in.5 ft. 0 in.

HeightModifier

+.zd12

+.zd12

BaseWeightl<)olbs.170 Ibs.

WeightModifier

)( zlbs.x zlbs.

Wolfen Fangs: Lok'wa have powerful canines justlike regular wolves, granting a bite attack. lbis isasecondary natural attack that deals Id4 points ofpiercing damage.

Languages: Lok'wa begin play speaking Commonand Wolfen (their own language, which consists ofa complex combination of barks and growls).Lok'wa with high Intelligence scores can choosefrom the following: Draconic, Giant, Gnoll,Gnome, Goblin, Ore, and Sylvan.

Lok'wa Racial Traits

H Dexterity, +2 WISdom, -2 Intelligence:Lok'wa are both agile and wise, but have little usefor the book-learning of more "civilized" races.

Medium: Lok'wa are Medium creatures and haveno bonuses or penalties due to their size.

Fast Speed: Lok'wa hilVl'a base speed of 40 feet.

Lok'wa Subtype: Lok'wa are humanoids with thelok'wa subt)pe. The lok'wa subt)pe grantslow-Light vision and scent. Creatures with thelok'wa subt)pe can be affected by spells that canaffect animals, even if those spells couldn'tnormally affect them.

Low-Ught Vision: Lok'wa can see twice as far inconditions ofdim light as humans. See thePathfinder Roleplaying Game Core Ru/ebook formore information.

Page 29: A Necromancer's Grimoire - Marchen Der Daemonwulf II

EagerThe m.J1l in front ofyou suddenly stops

talkin8, his friendly smile slowly shining toamurderous !KQwl. His e}'eSglf'dm with Ihe redglilll ofrage, dnd he lets our d Slldrl as heal/dcb.

RH.lRIO\\ ...... I'IR...ONlllnl (R~

XP600Male human rager commoner 1.N Medium humanoid (human)Init +5: Senses Pert:eption-1.DEFENSE

AC IS, touch 11, flat-footed 14 (+1. armor, +1 Dex,+1. natural)hp IJ (1.d6+6); fast healing 1.Fort +4, Ref +1, WilI-1.Defensive Abilities ferocityOHENSE

Speed 30 ft.Mel~ sickle + 4 (ld6 + 2)Special Attacks berserker strength, curse of ragl'STATISTICS

Su 15, Dex 13, Con 14, lilt 7. Wis 6, Cha 10

Base Alk +1: CMB +3; CMD 14Feats Great Fortitude, Improved Initiative,Toughness. Weapon Focus (sickle)Skills Handle Animal +4, Profession (farmer) +2

languages CommonSQ berserk, night hunterECOLOGY

Environment anyOrganization solitary, gang (jd4), or mob (lad4.6)Gear leather armor, sickle

R\(,IR10\\N...I'IR ...O ... { ... 1<,1I11 (R\

XP800Male human rager commoner 2N Medium humanoid (human)Init +6; Senses Perception -4DU"ENSE

AC 18, touch u, flat-footed 16 (+2 armor, +1. Dex,+4 natural)hp 13 (2d6+6): fast healing 2Fort +4, Ref +2, WilI-4Defensive Abilities ferocity: DR s/silverOHENSE

Sprtd 30 ft.

Melee sickle + 5 (ld6 + 3)Special Attacks berserkl'r strength, curse of rageSTi\l'lSTICS

Su 17, Dex 15, Con 14, Int 2, Wis 2, Cha 10Base Alk +I: eMB +4; CMD 16

Feats Great Fortitude, Improved Initiativl',Toughness. Weapon Focus (sickle)Skills Handle Animal +4, Profession (farmer) +0languages commonSQ berserk, night hunterECOLOGY

Environment anyOrganization solitary, gang (Jd4), or mob (lOd4.6)Gear leather armor, sickle

Ragersare afflicted by a unique fonn oflycanthropy. Theircurse does not cause them totransfonn physically into a beast, but rathertransfonns them mentally each night, causingthem to become aggressive and feral. While thecurse takes them, they mindlessly attack anythingthat moves, venting an unholy rage against~rythingand everyone they encounter. Theirmenace is further compounded by the subtlephysical augmentations the ernse provides them:improved strength, speed, and stamina, as well asincredible healing.

A creature can become a rager in a number ofdifferent ways. The most common way to beafflicted with the curse is to be slain by a rager inone of his fits of madness. One can also become arager in other ways, however. A bestow curse spellcan cause a creature to gain the rager template,though ifa creature becomes a rager in this way(and only if they become a rager in this way), thecurse can be lifted by a remo\l('Curse spell. Deitiesand similarly powerful entities can impose theaffliction more permanently, and, according tolegend, children born on or near a battlefield canbecome ragers.

Creating a Rager

~Rager" is an inherited or acquired templatethat can be added toany humanoid creature(referred to hereafter as the base creature). Arageruses the base creature's statistics, except as

EagerThe m.J1l in front ofyou suddenly stops

talkin8, his friendly smile slowly shining toamurderous !KQwl. His e}'eSglf'dm with Ihe redglilll ofrage, dnd he lets our d Slldrl as heal/dcb.

RH.lRIO\\ ...... I'IR...ONlllnl (R~

XP600Male human rager commoner 1.N Medium humanoid (human)Init +5: Senses Pert:eption-1.DEFENSE

AC IS, touch 11, flat-footed 14 (+1. armor, +1 Dex,+1. natural)hp IJ (1.d6+6); fast healing 1.Fort +4, Ref +1, WilI-1.Defensive Abilities ferocityOHENSE

Speed 30 ft.Mel~ sickle + 4 (ld6 + 2)Special Attacks berserker strength, curse of ragl'STATISTICS

Su 15, Dex 13, Con 14, lilt 7. Wis 6, Cha 10

Base Alk +1: CMB +3; CMD 14Feats Great Fortitude, Improved Initiative,Toughness. Weapon Focus (sickle)Skills Handle Animal +4, Profession (farmer) +2

languages CommonSQ berserk, night hunterECOLOGY

Environment anyOrganization solitary, gang (jd4), or mob (lad4.6)Gear leather armor, sickle

R\(,IR10\\N...I'IR ...O ... { ... 1<,1I11 (R\

XP800Male human rager commoner 2N Medium humanoid (human)Init +6; Senses Perception -4DU"ENSE

AC 18, touch u, flat-footed 16 (+2 armor, +1. Dex,+4 natural)hp 13 (2d6+6): fast healing 2Fort +4, Ref +2, WilI-4Defensive Abilities ferocity: DR s/silverOHENSE

Sprtd 30 ft.

Melee sickle + 5 (ld6 + 3)Special Attacks berserkl'r strength, curse of rageSTi\l'lSTICS

Su 17, Dex 15, Con 14, Int 2, Wis 2, Cha 10Base Alk +I: eMB +4; CMD 16

Feats Great Fortitude, Improved Initiativl',Toughness. Weapon Focus (sickle)Skills Handle Animal +4, Profession (farmer) +0languages commonSQ berserk, night hunterECOLOGY

Environment anyOrganization solitary, gang (Jd4), or mob (lOd4.6)Gear leather armor, sickle

Ragersare afflicted by a unique fonn oflycanthropy. Theircurse does not cause them totransfonn physically into a beast, but rathertransfonns them mentally each night, causingthem to become aggressive and feral. While thecurse takes them, they mindlessly attack anythingthat moves, venting an unholy rage against~rythingand everyone they encounter. Theirmenace is further compounded by the subtlephysical augmentations the ernse provides them:improved strength, speed, and stamina, as well asincredible healing.

A creature can become a rager in a number ofdifferent ways. The most common way to beafflicted with the curse is to be slain by a rager inone of his fits of madness. One can also become arager in other ways, however. A bestow curse spellcan cause a creature to gain the rager template,though ifa creature becomes a rager in this way(and only if they become a rager in this way), thecurse can be lifted by a remo\l('Curse spell. Deitiesand similarly powerful entities can impose theaffliction more permanently, and, according tolegend, children born on or near a battlefield canbecome ragers.

Creating a Rager

~Rager" is an inherited or acquired templatethat can be added toany humanoid creature(referred to hereafter as the base creature). Arageruses the base creature's statistics, except as

Page 30: A Necromancer's Grimoire - Marchen Der Daemonwulf II

noted here.

Challenge Rating: Same as base credture +2 atnight; otherwise, Sdffie as base creature +I.

Armor Class: Natural Mmor improves by +2.

Defensive Abilities: A rager gains ferocity and hasfast healing 2.

Special Attacks: A rager retains all the specialattacks of the base creature, and also gains thefollowing:

Berserker Strength (Ex): For every ten pointsof damage inflicted on a rager he gains acumulative +1 bonus to his Strength score.These bonuses last as long as the dillllilgepersists. Thisabilityonly functions while therager is under the effects of his night hunterspecial quality.

CurseofRdge (Su): Whenever a ragerwho iscurrently under the effects ofhis nighthunter special quality reduces a humanoidcreature to 0 or fewer hit points, that creaturemust make a Fortitudesave (DC 15). If thecreature fails, it dies, or becomesunconscious and dying, as normal. If itsucceeds on the saving throw, however, thecreature becomes a rager. It immediately fallsunconscious, and appears dead (though aDC 25 Heal check will reveal that it is stillalive, if faintly). At sunrise, it awakens withfull hit points and the ragertemplate.

Special Qualities: A ragerretains any specialqualities of the base creature, and also gains thefollowing:

Berserk (Ex): Whenever reduced to less than1/2 its maximum hit points, or wheneverunder the effects of the night hunter specialquality, a rager loses control of his actionsand isovercome by bloodlust. He attacks thenearest living creature to the best of hisability, without regard to whether thatcreature is friend or foe. This effect lasts untilthe rager has at least liz its maximum hitpoints and is not under the effects of the

night hunter special quality.

Night Hunter (5u): Each night, at midnight,a rager undergoes a horrible trilllSformation.This trilllSformation is not primarily physical,but rather mental. The rager becomes amindless, murderous killing machine, losingcontrol of his actions and attempting to killany living thing he encounters. During thistime, the rager's Ililtural annor bonusincreases by +2, and he gains DR 5/silver. Healso gains a +2 bonus to his Strength andDexterity scores, though his IntelligenceandVVisdom scores are reduced to 2 for theduration of the effect. Fmally, the rageisberserker strength and curse of rage specialattacks only function while he is transfonnedin this way. The transformation lasts untilsunnse.

Ability Scores: Increase from the base creature asfollows: +z Str, +z Dex, +2 Con, -z Int, -2 WIS.

Feats: Ragers gain Great Fortitudeand Toughnessas bonus feats.

Imqe: Cl Con Stock Photo Inc.! Tawng

Page 31: A Necromancer's Grimoire - Marchen Der Daemonwulf II

vurdulak _Thecreature before you <lppe<l1"S to be <I

w<llkinS corpse, its flesh rott;ns <lnd dec<lyinS. Itsform h<ls been twisted, however: thick h.Jirsrowsover its entire body, it h<lslollS, j;Jsged iingernililsthaI <lppear to be made ofbone, <lnd its filee hasmorphed inlO 50me kind of/}est;<l1 mOIlSfrosity.

\l RlllIl \1\ {Rii

XP 4,800CE Medium undeadInit +6; Senses darkvision 60 ft.; Perception +16DEFENSE

AC 1.1., touch 11., flat-footed 20 (+1. Dex. +10natural)hp 114 (12d8+60)Fort +10, Ref +8, Will +9DR lo/silver; Immune undead traitsOFFENSE

Speed 30 ft.Melee 1. claws + '4 (ld6 + 6), bite +10 (ld8 +3)Special Attacks crrote spilwn, gouging biteSTATISTICS

Str 1.1., Dex 14, Con -, Int 14, Wis 12, Cha 188.lse A1k +8; CMB +14; CMD 1.6Feats Comb.:Jt Reflexes, Great Fortitude,Improved Initiative, Lighming Reflexes,Toughness. Weapon Focus (bite)Skills Climb +1.1, Disguise +19, Intimidate +19,Perception +16. Sense Motive +16, Stealth +17Languages abyssal, commonSQ corpse feeding, seeming, stunted healingECOL(X:Y

Environment anyOrganization solitary or pack (ld8 + 3)Treasure incidental

Corpse Feeding (Su): As a full round action thatprovokes attacks of opportunity, a vurdulak canconsume the heart ofa re<:ently slain creature,immediately causing thevurdulak to heal anumber of hit points equal to the maximum hitpoints that the corpse possessed when it was alive(for example, devouring the hCdlt ofa corpse ofacreature that had a maximum hit point total of 68hit points would cause thevurdulak to immedi­ately heal 68 hit points). In order to use theability, the vurdulak must bewithin 5 feet of acorpse that has been dead for no more than 10minutes, and which possesses a more-or-Iess

intact heart. Anypoints of healing in excess of thevurdulak's maximum hit points are wasted.

Create Spawn (Su): Anycreature slain by avurdulak, orwho dies while under the effects ofbleed damage caused by a vurdulak's gouging bite,rises asa vurdulak at the next full moon. The newvurdulak retains no memories or traces of its priorlife, and is under no obligation to obey thevurdulak that created it. A creature whose hearthas been removed, consumed, or destroyed doesnot rise as a vurdulak under any circumstances.

Gouging Bite (Ex): Vunlulaks' fangs arespecifically designed to rip apart human flesh, andthey leave ragged, bloody wounds in the vurdulak'svictim. Whenever a vurdulak deals damage to acreature with its bite attack, the creature suffersId6 points of bleed damage. This damage stackswith itself, 50 a creature bitten twice by a vrndulakwould have 2d6 points of bleed damage, total.

Seeming (Sp): Vunlulaks possess an innate magicthat allows them to hide their true fonn. Thisfunctions as the spell disguise self, except that itcauses the vurdulak to appear either as a livinghumanoid, or as a living wolE The vurdulak canswitch between these two appearances, or suppressor resume the effe<:t, as a move action. Creaturesinteracting with thevurdulak can make a Will save(DC 1.1.) to disbelieve the effe<:t. The saving throwDC is Charisma-based.

Stunted Healing (Ex): Vurdulaks do not regainhit points naturally, despite being intelligentundead. Further, they are not healed by negativeenergy, though they are not hanned by it, either.They are still hanned normally by positive energy.The oniyway for a vurdulak to regain lost hitpoints is for it to devour a fresh corpse with itscorpse feeding ability.

Vurdulaks are corpses possessed by the spiritofa malevolent, wolf-like demon of the samename. Any trace of personality the corpsepossessed in life is completely subsumed by thewicked mentality of the fiend, who, in fact,inhabits the corpse's body instead of its 5Oul,meaning that the slain creature can be resurrected

vurdulak _Thecreature before you <lppe<l1"S to be <I

w<llkinS corpse, its flesh rott;ns <lnd dec<lyinS. Itsform h<ls been twisted, however: thick h.Jirsrowsover its entire body, it h<lslollS, j;Jsged iingernililsthaI <lppear to be made ofbone, <lnd its filee hasmorphed inlO 50me kind of/}est;<l1 mOIlSfrosity.

\l RlllIl \1\ {Rii

XP 4,800CE Medium undeadInit +6; Senses darkvision 60 ft.; Perception +16DEFENSE

AC 1.1., touch 11., flat-footed 20 (+1. Dex. +10natural)hp 114 (12d8+60)Fort +10, Ref +8, Will +9DR lo/silver; Immune undead traitsOFFENSE

Speed 30 ft.Melee 1. claws + '4 (ld6 + 6), bite +10 (ld8 +3)Special Attacks crrote spilwn, gouging biteSTATISTICS

Str 1.1., Dex 14, Con -, Int 14, Wis 12, Cha 188.lse A1k +8; CMB +14; CMD 1.6Feats Comb.:Jt Reflexes, Great Fortitude,Improved Initiative, Lighming Reflexes,Toughness. Weapon Focus (bite)Skills Climb +1.1, Disguise +19, Intimidate +19,Perception +16. Sense Motive +16, Stealth +17Languages abyssal, commonSQ corpse feeding, seeming, stunted healingECOL(X:Y

Environment anyOrganization solitary or pack (ld8 + 3)Treasure incidental

Corpse Feeding (Su): As a full round action thatprovokes attacks of opportunity, a vurdulak canconsume the heart ofa re<:ently slain creature,immediately causing thevurdulak to heal anumber of hit points equal to the maximum hitpoints that the corpse possessed when it was alive(for example, devouring the hCdlt ofa corpse ofacreature that had a maximum hit point total of 68hit points would cause thevurdulak to immedi­ately heal 68 hit points). In order to use theability, the vurdulak must bewithin 5 feet of acorpse that has been dead for no more than 10minutes, and which possesses a more-or-Iess

intact heart. Anypoints of healing in excess of thevurdulak's maximum hit points are wasted.

Create Spawn (Su): Anycreature slain by avurdulak, orwho dies while under the effects ofbleed damage caused by a vurdulak's gouging bite,rises asa vurdulak at the next full moon. The newvurdulak retains no memories or traces of its priorlife, and is under no obligation to obey thevurdulak that created it. A creature whose hearthas been removed, consumed, or destroyed doesnot rise as a vurdulak under any circumstances.

Gouging Bite (Ex): Vunlulaks' fangs arespecifically designed to rip apart human flesh, andthey leave ragged, bloody wounds in the vurdulak'svictim. Whenever a vurdulak deals damage to acreature with its bite attack, the creature suffersId6 points of bleed damage. This damage stackswith itself, 50 a creature bitten twice by a vrndulakwould have 2d6 points of bleed damage, total.

Seeming (Sp): Vunlulaks possess an innate magicthat allows them to hide their true fonn. Thisfunctions as the spell disguise self, except that itcauses the vurdulak to appear either as a livinghumanoid, or as a living wolE The vurdulak canswitch between these two appearances, or suppressor resume the effe<:t, as a move action. Creaturesinteracting with thevurdulak can make a Will save(DC 1.1.) to disbelieve the effe<:t. The saving throwDC is Charisma-based.

Stunted Healing (Ex): Vurdulaks do not regainhit points naturally, despite being intelligentundead. Further, they are not healed by negativeenergy, though they are not hanned by it, either.They are still hanned normally by positive energy.The oniyway for a vurdulak to regain lost hitpoints is for it to devour a fresh corpse with itscorpse feeding ability.

Vurdulaks are corpses possessed by the spiritofa malevolent, wolf-like demon of the samename. Any trace of personality the corpsepossessed in life is completely subsumed by thewicked mentality of the fiend, who, in fact,inhabits the corpse's body instead of its 5Oul,meaning that the slain creature can be resurrected

Page 32: A Necromancer's Grimoire - Marchen Der Daemonwulf II

without slaying thevurdulak, at least by methodssuch as true resurrection that do not require thecreature's body. Thevurdulak resembles anordinary human with elongated nails, thick joinedeyt'brO\\lS, elongated jaws, glowing yellow eyes,and a generally wild appearance. Perhaps thevurdulak's most distinguishing physical feature isits exaggerated canine fangs, which giVl:' it ahorrifying and demonic appearance. Ofcourse,most ofa vurdulak's victims never get a chance towitness its true fonn, as the fiends are protectedby an illusory disguise that causes them to appearas normal humans.

Vurdulaks propagate through murder, buttheir numbers tend to remain low, as vurdulaksfeel a strong compulsion to devour the hearts oftheir victims, both because of the benefit thisgrants them, and because of the perverse pleasurethey gain from doing so. This habit means that avurdulak rilll'ly leaves an intact corpse to rise as a

newvurdulak, and so newvurdulaks tend to becreated onlywhen a vurdulak is trying to build anarmy, or by accident, when a vurdulak is forced toflee before devouring its kill.

Some occult scholars claim that it is possibleto make contact with a vurdulak spirit throughritual, and invite it into oneself through a series ofobscene and closely-guarded rites. It is said thatthis transfonns the practitioner into a half-deadimmortal and grants a number of thevurdulak'sabilities, but it is undearwhetherthe practitionerwould retain any control over his body, or if thevurdulak's spirit would consume his.

In combat, vurdulaks favor their naturalweapons over manufactured ones. They prioritizekilling spellcasters and other vulnerable targets sothat they can secure a source of healing duringthe batde. Even when dearly losing, mostvurdulaks fight to the death, giving in to a darkblood frenzy.

lmap: Fe"",le Lyc>n, by STIKS-0¢9

Page 33: A Necromancer's Grimoire - Marchen Der Daemonwulf II

WWf-WereThe I'fQlftfwl stands before you watches with

eyes tholt betmyan intelligence f,Jrgr&1ter thanwolves should possess. As you watch, its bodyshifts, dnd il ffilllsforms intoa young woman.

\\011 \\I~I \\"11~\\1l11 (1<1>

XP14°ONE Large magiColI beaSI (cold. human.shapechanger)Init +5; Senscs darkvision 60 ft .• low-light vision.scenl: Per«plion +13DEFENSE

AC 17. touch 10. flal-footed 16 ("'1 DeX....7 n.llUral.­I size)hp ')7 ((xho+24)Fort '"9, Rd "'6. Will +5Immune coldWeaknesses \-ulnerabiliIY 10 fireOFFENSE

Speed JO ft.Mel~ bile + 10 (lei8 - 7 plus Id6 cold and trip)Space 10 ft.; Reach 5 ft.S~ial AUacks breath weapon (e.·ery Id"rounds, 15-ft. cone. 6d6 cold d.unage, Reflex halfDC '1), mark oflhe beaSt (DC 16). wolf hex (DC•6)STATISTICS

Str 20, Dex 13, Con 18, 1m 9. Wis 17, Cha 8Base Atk +{j: CMB +IZ; CMD 1} (17 \'$. lrip)Feats Impro,'ed Initiali,'e. Run, Skill Focus(Perception)Skills Perceplion "'I}. Stealth ..." ("'10 in snow),Survival +7; ltacial Modifiers"'z Perceplion...zSlealth (+8 in snow). +2 SurvivalLanguages Common, GianISQ change shape (oller self. Medium or Smallhumanoid). feral inlellectECOLOGY

En..ironmenl cold foreslsand plainsOrganiution SOlil<lry, p.1ir. or pack (6-11)Treasure Sl<lnd<lrd

Wolf-....'E're5 are wolves or olher c<minecreatures thaI have gained an eldritch power totake on the guise ofa humanoid, This can happenin a number ofways. The most common way for awolf-wt'te to be created is for a demoll or otherfiend (or, in some cases. a powerful spellcaster or

even a ghost or other lost spirit) inhabit the bodyof the creature, controlling it and using it to theirownends. In other cases, though. wolf-wt'res m.vebeen created by spells which bless (or. somewould argue, curse) the creature with the variouspowers and abilities, as wen as the intelligence, ofthe wolf-were. In some cases, wolf-",'E'teS havebeen created as vessels for nature deities or forestspirits, who used them to combat humanencroachment into natuTa.llands..

Whalevrr their origin. .....olf-....'t'res are nearlyalways hostile to.....aros humans and humansett1ement:s, using their ability to disguisethemseh."5 to integrate into the'society, and the'nusing their mark of the bNst and wolf hexabilities to cause the memhen of the collUTIunityto tum on one another in bloody massacres. 1beyalmost univl=ally delight in destroying humansociety, acting as prvo.wbiall'llkti in sheeps'

do""""Creating a Wolf-Were

Wolf-y,~n'is an inherittd template fhat maybe applied to any living corporeal .....oIf. dire wolf;01" otber canine animal 01" magical beast.

Type: Al'lllf-.....~'s type changes to magica1beast, and it gains the shapechanger and humansubtypes. Do not: recalculate base attack bonus,Hil Dice. or SiIW'S.

Special Attach: A wolf-were retains all thespecial attacks of the base creature, and also gainsthe following:

M.uk ofthi' 1ka5t (Su): A wolf-were caninstill the curse of~anthropyin humanoidcreatures. Once per week, as a st:andardaction, the .....olf-wt'te can cause a singlehumanoid creature within 60 feet to succeedon a Will save (IX: 10 + lIz the wolf-wt'te'sHit Dice + the wolf-were's Wisdom modifier)or gain Curse of the Beast as a bonus feat. Awilling recipient can choose to fail its Willsave. Alternatively, at thewolf-\o\oere'soption,this ability can be used to transfonn a

WWf-WereThe I'fQlftfwl stands before you watches with

eyes tholt betmyan intelligence f,Jrgr&1ter thanwolves should possess. As you watch, its bodyshifts, dnd il ffilllsforms intoa young woman.

\\011 \\I~I \\"11~\\1l11 (1<1>

XP14°ONE Large magiColI beaSI (cold. human.shapechanger)Init +5; Senscs darkvision 60 ft .• low-light vision.scenl: Per«plion +13DEFENSE

AC 17. touch 10. flal-footed 16 ("'1 DeX....7 n.llUral.­I size)hp ')7 ((xho+24)Fort '"9, Rd "'6. Will +5Immune coldWeaknesses '-ulnerabiliIY 10 fireOFFENSE

Speed JO ft.Mel~ bile + 10 (lei8 - 7 plus Id6 cold and trip)Space 10 ft.; Reach 5 ft.S~ial Auacks breath weapon (e.·ery Id"rounds, 15-ft. cone. 6d6 cold d.unage, Reflex halfDC '1), mark oflhe beaSt (DC 16). wolf hex (DC,6)STATISTICS

Str 20, Dex 13, Con 18, 1m 9. Wis 17, Cha 8Base Atk +{j: CMB +IZ; CMD 1} (17 \'$. lrip)Feats ImprO"ed Initiali,'e. Run, Skill Focus(Perception)Skills Perceplion "'I}. Stealth ..." ("'10 in snow),Survival +7; ltacial Modifiers"'z Perceplion...zSlealth (+8 in snow). +2 SurvivalLanguages Common, GianISQ change shape (oller self. Medium or Smallhumanoid). feral inlellectECOLOGY

En..ironmenl cold foreslsand plainsOrganiution SOlil<lry, p.1ir. or pack (6-11)Treasure Sl<lnd<lrd

Wolf-....'E're5 are wolves or olher c<minecreatures thaI have gained an eldritch power totake on the guise ofa humanoid, This can happenin a number ofways. The most common way for awolf-wt'te to be created is for a demoll or otherfiend (or, in some cases. a powerful spellcaster or

even a ghost or other lost spirit) inhabit the bodyof the creature, controlling it and using it to theirownends. In other cases, though. wolf-wt'res m.vebeen created by spells which bless (or. somewould argue, curse) the creature with the variouspowers and abilities, as wen as the intelligence, ofthe wolf-were. In some cases, wolf-",'E'teS havebeen created as vessels for nature deities or forestspirits, who used them to combat humanencroachment into natuTa.llands..

Whalevrr their origin. .....olf-....'t'res are nearlyalways hostile to.....aros humans and humansett1ement:s, using their ability to disguisethemseh."5 to integrate into the'society, and the'nusing their mark of the bNst and wolf hexabilities to cause the memhen of the COllUTIunltyto tum on one another in bloody massacres. 1beyalmost univl=ally delight in destroying humansociety, acting as prvo.wbiall'llkti in sheeps'

do""""Creating a Wolf-Were

Wolf-y,~n'is an inherittd template fhat maybe applied to any living corporeal .....oIf. dire wolf;01" otber canine animal 01" magical beast.

Type: Al'lllf-.....~'s type changes to magica1beast, and it gains the shapechanger and humansubtypes. Do not: recalculate base attack bonus,Hil Dice. or SiIW'S.

Special Attach: A wolf-were retains all thespecial attacks of the base creature, and also gainsthe following:

M.uk ofthi' 1ka5t (Su): A wolf-were caninstill the curse of~anthropyin humanoidcreatures. Once per week, as a st:andardaction, the .....olf-wt'te can cause a singlehumanoid creature within 60 feet to succeedon a Will save (IX: 10 + lIz the wolf-wt'te'sHit Dice + the wolf-were's Wisdom modifier)or gain Curse of the Beast as a bonus feat. Awilling recipient can choose to fail its Willsave. Alternatively, at thewolf-\o\oere'soption,this ability can be used to transfonn a

Page 34: A Necromancer's Grimoire - Marchen Der Daemonwulf II

humanoid permanently intoa wolf. Thisversion functions as the spell b.Jlefulpolymorph, except the larger is alwaystransfonued into a wol[ 11le IX: is the samefor both versions ofthe ability.

Wolf Hex (StJ): A'MM~ can cause primalanger to O\'t'O\--helm the minds ofhumaooidcrearu.res. 1llrft tinr.i per day, as a standard<JCtion, thewolf""",~ can cause a singlehumanoid Cl"Nture v.ithin 60 feet to becomegripped in a pawt"lful rage. 11lecreature mustsucceed on a Will saw (IX: 10 + til thewolf-were-'s Hit~ + the \rolf-were'sWtsdom rnodifu.or) or bealfected as thoughby the rdgespeU. AdditionaDy, affectedCre.ltures go berserk, attempting to kill anyliving thing it encounters. 11tis effectlasts for a number of hours equal to !hewolf-were's Hit Dice.

Special QualiOCOI: A ....ulf-were retains any specialqualities of the base CI't'dture, and also gains thefollowing:

Ch,lnge Shape (Su): A wolf-were can chdngeits shape into that ofany humanoid Credtureas a tt'lOIIe action. 11lis abilityO£herwisefuncrionsas the spell alter self, except that ithas no duration. 1be o,mlf--were does nO( gaina sire bonus to any ability score for lrans­forming into a medium-sized. humanoid.

Fer.lI Intellect (Ex): A y,ulf-wC'n' USC'S hisWISdom score as hislm~ score for thepllIl)OSn ofqualifying for feats or otherpn'requisites, his ability to spcoak, and hisability to take char<JCtC'l classes When awolf-Wl'n' gains enough coxperie~ to gain a1e'\'C'1, he may choose to gain a Ie'\'C'I in acba.raeter class.

Ability Scores: WISdom +4, Charisma -1.

Laogua8"= Wolf-weres can speak Common.

Thco following spell can be used by playt'l'S orGMs alike to give wider use to the wolf-weretemplate in your game.

.'O........... \\tlll

School necromancy: Level druid 8,sorcerer/wizard 7, witch 7Casting Time I hourComponenLS V, S, F (a ...·olrs paw)Range touchTaTgcot canine creature touchedDuration I day/l~e1

Saving Throw Will negates; Spell Resistance~

You forceyour spirit to 1C'a\l!}'OW" body andelter that of the target, transfonning ittemporarily intoa wolf-"'l!re and giving}'Oll fullcontrol 0\'eI" its actions. for the duration of thespell, the target gains the wolf-",~template. Ifthe target cannot gain the wolf-"'l!rt' template forsome reason, the spell fails.

For the duration of the spell, you controlthe target's body as though it wert' your awn,gaining full access to all of ilS extraordinaty,supernatural, and spell-like abilities, including!hose abilities granted by the wolf-weretemplate.

Though your spirit and mind are in control,}UU are somewh.ilt limited by the mind of thetarget, and use its Intelligence, Wisdom, andCharisma scores rather than your o...TL If thetarget hasanimal intelligence (lor less) then you~ dim and hazy recollections ofwho }'Oll areand v.nat }'Oll hoped to accomplish by castingthis spell, and are still able to recognize specificindividuals, but}'Oll are nonetheless limited inyour higher thinking by your intelligence, relyinginstead on instinct and animal intuition to SOM)UUf problems, rather than on intelliglo~andcareful planning.

While}'Oll are in the target:'s body, your o...nbody is completely helpless, and appears to beasleep.. The magic of the spell ensures that yourbody does not starve or dehydrate, but otherwiseyou are completely vulnerable until you return toyour body. Ifyour body is slain while you aregone, you diewhen thco spell ends. When thespell ends, or ifyou are slain in the target's body,you inunediatelyw;ikco up in }Uurawn body,regardless of the distance. If you and your bodyare on separate planes when the spell ends, youremain trapped in the target's body pennanently.

humanoid permanently intoa wolf. Thisversion functions as the spell b.Jlefulpolymorph, except the larger is alwaystransfonued into a wol[ 11le IX: is the samefor both versions ofthe ability.

Wolf Hex (StJ): A'MM~ can cause primalanger to O\'t'O\--helm the minds ofhumaooidcrearu.res. 1llrft tinr.i per day, as a standard<JCtion, thewolf""",~ can cause a singlehumanoid Cl"Nture v.ithin 60 feet to becomegripped in a pawt"lful rage. 11lecreature mustsucceed on a Will saw (IX: 10 + til thewolf-were-'s Hit~ + the \rolf-were'sWtsdom rnodifu.or) or bealfected as thoughby the rdgespeU. AdditionaDy, affectedCre.ltures go berserk, attempting to kill anyliving thing it encounters. 11tis effectlasts for a number of hours equal to !hewolf-were's Hit Dice.

Special QualiOCOI: A ....ulf-were retains any specialqualities of the base CI't'dture, and also gains thefollowing:

Ch,lnge Shape (Su): A wolf-were can chdngeits shape into that ofany humanoid Credtureas a tt'lOIIe action. 11lis abilityO£herwisefuncrionsas the spell alter self, except that ithas no duration. 1be o,mlf--were does nO( gaina sire bonus to any ability score for lrans­forming into a medium-sized. humanoid.

Fer.lI Intellect (Ex): A y,ulf-wC'n' USC'S hisWISdom score as hislm~ score for thepllIl)OSn ofqualifying for feats or otherpn'requisites, his ability to spcoak, and hisability to take char<JCtC'l classes When awolf-Wl'n' gains enough coxperie~ to gain a1e'\'C'1, he may choose to gain a Ie'\'C'I in acba.raeter class.

Ability Scores: WISdom +4, Charisma -1.

Laogua8"= Wolf-weres can speak Common.

Thco following spell can be used by playt'l'S orGMs alike to give wider use to the wolf-weretemplate in your game.

.'O........... \\tlll

School necromancy: Level druid 8,sorcerer/wizard 7, witch 7Casting Time I hourComponenLS V, S, F (a ...·olrs paw)Range touchTaTgcot canine creature touchedDuration I day/l~e1

Saving Throw Will negates; Spell Resistance~

You forceyour spirit to 1C'a\l!}'OW" body andelter that of the target, transfonning ittemporarily intoa wolf-"'l!re and giving}'Oll fullcontrol 0\'eI" its actions. for the duration of thespell, the target gains the wolf-",~template. Ifthe target cannot gain the wolf-"'l!rt' template forsome reason, the spell fails.

For the duration of the spell, you controlthe target's body as though it wert' your awn,gaining full access to all of ilS extraordinaty,supernatural, and spell-like abilities, including!hose abilities granted by the wolf-weretemplate.

Though your spirit and mind are in control,}UU are somewh.ilt limited by the mind of thetarget, and use its Intelligence, Wisdom, andCharisma scores rather than your o...TL If thetarget hasanimal intelligence (lor less) then you~ dim and hazy recollections ofwho }'Oll areand v.nat }'Oll hoped to accomplish by castingthis spell, and are still able to recognize specificindividuals, but}'Oll are nonetheless limited inyour higher thinking by your intelligence, relyinginstead on instinct and animal intuition to SOM)UUf problems, rather than on intelliglo~andcareful planning.

While}'Oll are in the target:'s body, your o...nbody is completely helpless, and appears to beasleep.. The magic of the spell ensures that yourbody does not starve or dehydrate, but otherwiseyou are completely vulnerable until you return toyour body. Ifyour body is slain while you aregone, you diewhen thco spell ends. When thespell ends, or ifyou are slain in the target's body,you inunediatelyw;ikco up in }Uurawn body,regardless of the distance. If you and your bodyare on separate planes when the spell ends, youremain trapped in the target's body pennanently.

Page 35: A Necromancer's Grimoire - Marchen Der Daemonwulf II

WuJ"'yl:PLf _

This credture hils the bodyQf,J /1lJ1l, bUIcovered in co.use fur, with limbs stretched 10unnatural proportions. Irs h,Jnds and feet end inwicked claws, and i1 bushy filii sprouts (rombetween ir5tegs. Its head is thaI ofa WQlforhunting dog.

\\I'I\IR (Rl

XP800CE Medium monstrous humanoidInit +1: Senses low-light vision, darkvision 60ft.: Perception +10DEfENSE

AC I). touch ll, flat fooled 1~ (+1 Del(, +2 natural)hp)O (4dlO-l-8) fast healing l.

Fort +5. Ref +5, Will +3OHENH

Speed 30 ft.Melee bite +5 (ld6 -+- 3), 2 claws +5 (,d4 -+- 1)Special Attacks killer instinctSTATISTICS

SIr 16. Dex 12, Con 14, Jill 2, Wis 8, Cha 6Base Alk +4; eMU +7: CMD 18Feats Endurance. Great FortitudeSkills Perception +10, Survival +7: RacialModifiers Perception +4. Survival +85Q dogged hunter, scentECOLOGY

Environment any landOrganization solitary, pack (2-U) or mob (4-24plus one werewolf with at least 8 hit dice)Treasure incidentalSPECIAL ABILlTtES

Dogged Hunter (Ex); Once a wulver beginshunting a creature, it will follow it unshakablyuntil it catches it. Whenever a wulverdealsdamage to a living creature with its bite or clawattack, it marks the creature as its quarry. Thecreature remains the \o\o"Ulver's quarry until eitherthe wulver or the creature is slain, or until the nextfull moon. The wulver gains a +:l. bonus on attackand damage rolls against its qua.rry, and a +4bonus on Perception and Survival checks made totrack its qUil.lT)'. This single-minded devotionblinds thewulver to other prey, however, and aslong as it has a quarry, it suffers a -4 pellil.lty toattack and dalTlilge rolls against othercreatures,and a -4 pt'lliI.lty against Perception and Survival

checks to notice or track other creatures.

Killer Instinct (Ex); As IliI.tural predators, wolversMe experts at going for the kill. A wulver gains a+2 bonus to attack and damage rolls against anycreature that currently possesses less than 1/2 itsmaximum hit points.

Considered by many to be the lowest fonn ofwerewolf, wulvers are mindless killing machinesthat no longer bear any trace of their origillil.lhUlTlilrllty. While most fonns of lycanthropymerely cause the werewolf to transfonn into abeast at various times, those cursed with the formof the wulver Me permanently transfonned into amindless beast.

Thereare multiple ways for a creature tobecome a wulver. Some particularly powerfulwerewolves can transfonn those that they biteintowulvers, who they typically add to theirhunting packs, raising a small amty of feralbeasts. Others are transfonned into wulvers bypowerful curses, or through a variety of othermeans.

Once the wulver is transfonned, almost notrace of the origillil.l creature remains. Thewulver's general build may bevaguely reminiscentofwhat it used to be-tall men become tallwulvers, and fat men become fat wulvers, foreXdmple-but most features are obliterated by thetransformation. Wulvers have no memory of theirprevious lives, and do not recognize those theyused to associate with.

In fact, wulvers have only animalintelligence, and live for nothing more than thehunt. They IliI.turally fonn hunting packs, ifenough wulvers can be found in a single area, andthey often fall in quite readily with packs of~greater"werewolves, such as lycaonites and theLike, as long as those packs lead them to hunt.They are single-minded in pursuit of their prey tothe point of stupidity, and are known for notgiving up on their qua.rry, following them acrosscontinents in order to make their kill.

WuJ"'yl:PLf _

This credture hils the bodyQf,J /1lJ1l, bUIcovered in co.use fur, with limbs stretched 10unnatural proportions. Irs h,Jnds and feet end inwicked claws, and i1 bushy filii sprouts (rombetween ir5tegs. Its head is thaI ofa WQlforhunting dog.

\\I'I\IR (Rl

XP800CE Medium monstrous humanoidInit +1: Senses low-light vision, darkvision 60ft.: Perception +10DEfENSE

AC I). touch ll, flat fooled 1~ (+1 Del(, +2 natural)hp)O (4dlO-l-8) fast healing l.

Fort +5. Ref +5, Will +3OHENH

Speed 30 ft.Melee bite +5 (ld6 -+- 3), 2 claws +5 (,d4 -+- 1)Special Attacks killer instinctSTATISTICS

SIr 16. Dex 12, Con 14, Jill 2, Wis 8, Cha 6Base Alk +4; eMU +7: CMD 18Feats Endurance. Great FortitudeSkills Perception +10, Survival +7: RacialModifiers Perception +4. Survival +85Q dogged hunter, scentECOLOGY

Environment any landOrganization solitary, pack (2-U) or mob (4-24plus one werewolf with at least 8 hit dice)Treasure incidentalSPECIAL ABILlTtES

Dogged Hunter (Ex); Once a wulver beginshunting a creature, it will follow it unshakablyuntil it catches it. Whenever a wulverdealsdamage to a living creature with its bite or clawattack, it marks the creature as its quarry. Thecreature remains the \o\o"Ulver's quarry until eitherthe wulver or the creature is slain, or until the nextfull moon. The wulver gains a +:l. bonus on attackand damage rolls against its qua.rry, and a +4bonus on Perception and Survival checks made totrack its qUil.lT)'. This single-minded devotionblinds thewulver to other prey, however, and aslong as it has a quarry, it suffers a -4 pellil.lty toattack and dalTlilge rolls against othercreatures,and a -4 pt'lliI.lty against Perception and Survival

checks to notice or track other creatures.

Killer Instinct (Ex); As IliI.tural predators, wolversMe experts at going for the kill. A wulver gains a+2 bonus to attack and damage rolls against anycreature that currently possesses less than 1/2 itsmaximum hit points.

Considered by many to be the lowest fonn ofwerewolf, wulvers are mindless killing machinesthat no longer bear any trace of their origillil.lhUlTlilrllty. While most fonns of lycanthropymerely cause the werewolf to transfonn into abeast at various times, those cursed with the formof the wulver Me permanently transfonned into amindless beast.

Thereare multiple ways for a creature tobecome a wulver. Some particularly powerfulwerewolves can transfonn those that they biteintowulvers, who they typically add to theirhunting packs, raising a small amty of feralbeasts. Others are transfonned into wulvers bypowerful curses, or through a variety of othermeans.

Once the wulver is transfonned, almost notrace of the origillil.l creature remains. Thewulver's general build may bevaguely reminiscentofwhat it used to be-tall men become tallwulvers, and fat men become fat wulvers, foreXdmple-but most features are obliterated by thetransformation. Wulvers have no memory of theirprevious lives, and do not recognize those theyused to associate with.

In fact, wulvers have only animalintelligence, and live for nothing more than thehunt. They IliI.turally fonn hunting packs, ifenough wulvers can be found in a single area, andthey often fall in quite readily with packs of~greater"werewolves, such as lycaonites and theLike, as long as those packs lead them to hunt.They are single-minded in pursuit of their prey tothe point of stupidity, and are known for notgiving up on their qua.rry, following them acrosscontinents in order to make their kill.

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Page 37: A Necromancer's Grimoire - Marchen Der Daemonwulf II
Page 38: A Necromancer's Grimoire - Marchen Der Daemonwulf II

Unleash Your Inner Beast