Werewolves
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Werewolves have the special ability to assume three different forms. They can become normal humans, direwolves, and hybrids, the last being the most powerful.
Hybrid FormAttributesStrength +4, Dexterity +2, Constitution +2
Offensive AbilitiesBite (1d8 + Strength * 1.5 + Trip)
Defensive AbilitiesNatural AC +5
DR 10 / Silver / Fire / Supernatural
Regeneration 1 / Silver / Fire / Supernatural
MovementSpeed 50'
Special Abilities and FeatsScent, Lowlight Vision, Rage, Iron Will
RageWerewolves, while in either hybrid or wolf form, can spend "rage points" to increase their abilities.
A werewolf gains rage points equal to his Wisdom bonus +1, adding +1 at each even level.
He gains an additional rage point for each of the following occurrences:
Passing a Willpower Saving Throw
Passing a Saving Throw vs. Magic
Becoming Bloodied
Smelling a Qlippothic Entity
Standing in the light of the Full Moon
Additional rage points gained can exceed the werewolf's maximum only during the fight during which they are gained. Afterwards, the rage pool is reduced to its normal maximum.
Spending Rage PointsSpending a point of rage is always a swift action. Only one point can be spent at a time. In exchange for a point of rage, the werewolf can do any one of the following:
Regenerate 1d6 points of damage. Add 1d6 at levels 3 and 5.
Add +4 Strength until the end of the scene. Spending additional rage points only adds +2 to Strength.
Add +4 to a single saving throw, before it is rolled.
Automatically succeed in a saving throw versus fear and add +2 Strength.
Take an extra partial action.
Change form as a move action (instead of as a full round action).
Gnosis
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Gnosis is a form of magical energy available to werewolves while in their hybrid or dire wolf forms. While in dire wolf form, the werewolf can only spend gnosis on those abilities available to all werewolves. A werewolf gains gnosis equal to his Charisma +1, gaining an additional point at levels 4 and 6. Gnosis regenerates after a long period of rest. All werewolves can spend Gnosis for the following effects:
Detect Magic: The werewolf casts detect magic.
Step Sideways: From a place of natural beauty along a layline or at another place of power, the werewolf is able to travel into the spirit world or back.
Memorize a level 0 or 1st druid spell (at dawn only).
PathsThe following paths each contain a set of spells which can be learned in order by a werewolf from an elder. Anytime the werewolf has a feat, he can choose to spend it to unlock a spell. By spending a point of gnosis, he can cast any spell as a spell-like ability, ignoring any components it may have. These powers can only be used while in hybrid form.
EarthMagic Stone
Soften Earth and Stone
Stone Shape
FlameBurning Hands
Produce Flame
Fireball
HealingCure Light Wounds
Cure Moderate Wounds
Cure Serious Wounds
LiberationRemove Fear
Remove Paralysis
Remove Curse
LightShield of Faith
Bless Weapon
Searing Light
NatureEntangle
Bark Skin
Plant Growth
SkyObscuring Mist
Wind Wall
Call Lightning
WeaverCrafter's Fortune
Web
Hold Person
WyldAnticipate Peril
Share Memory
Dispel Magic