Way of the Sword - 3.5e

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Chapter Two: Classes

12th Level—Senses of the Wolf (Ex): The wolf totem warrior gains the Scent ability and a +4 competence bonus to Search, Spot, and Listen checks. 16th Level—Moon Affinity (Su): The wolf totem warrior enjoys low-light vision and the ability to ask her totem spirit companion an additional yes or no question once each night under the light of the moon. 20th Level—Wolfpack (Sp): With a baying howl, the wolf totem warrior summons a pack of wolves. At her summons, 10 + 1d6 dire wolves appear and do as she commands. They disappear after 20 rounds. The wolf warrior can use this ability once per day.

Wolverine Totem The wolverine totem warrior is fast and savage, utterly without fear. This ferocious character has terrible claws and a tenacity that allows her to keep fighting when she should be down and out. As she gains levels, the wolverine totem warrior begins to look like her namesake, becoming slightly furry with a narrowed face. Hit Dice: d10 Weapon and Armor Proficiency: The wolverine totem warrior is proficient with all simple and martial weapons, and Heavy, Medium, and Light armor, and shields. Additional Class Skills: Sneak (Dex) and Tumble (Dex). Special: All wolverine totem warriors gain a +1 inherent bonus to Reflex saving throws. Animal Companion: Wolverine. At 8 HD, the wolverine becomes size Large. Totem Powers: A wolverine totem warrior earns these powers as she gains levels: • 1st Level—Claws of the Wolverine (Ex): At will, as a free action, the wolverine totem warrior can produce claws that inflict 1d6 points of damage. The warrior is proficient with the claws, but gains no special skill in using both of them in the same round (she does not get Ambidexterity or TwoWeapon Fighting for free). Treat these claws as weapons, so the wolverine totem warrior is always considered armed. If she is size Large or larger, the claws inflict 1d8 points of damage each. If she is size Tiny or smaller, they inflict 1d4 points of damage each. • 4th Level—Shape of the Wolverine (Su): The wolverine totem warrior can take on the form and stats of a wolverine totem animal companion appropriate to her level: in other words, a wolverine’s stats with +1 HD for every level she has above 3rd. She can take this form once per day, for up to 10 minutes per class level. • 8th Level—Quickness of the Wolverine (Ex): The wolverine totem warrior gains a +2 competence bonus to Initiative checks. • 12th Level—Tenacity of the Wolverine (Ex): The wolverine totem warrior remains conscious and able to take actions

after reaching the dying condition. Each round she acts while in this state she has no chance to stabilize on her own and loses 1 hit point. At a hit point total below her (negative) Constitution score, she is dead, just like any other character. (See Monte Cook’s Arcna Unearthed for the variant Death’s Door rule.) 16th Level—Ferocity of the Wolverine (Ex): Once per day, the wolverine totem warrior can take on a wolverine’s ferocity, gaining a +6 enhancement bonus to Strength and Constitution for 1 round per level. She enjoys a +4 resistance bonus to saving throws against fear effects at all times. Activating this ability is a free action. 20th Level—Reflexes of the Wolverine (Ex): The wolverine totem warrior gains a +2 competence bonus to Armor Class and to Reflex saving throws. Further, she never loses her Dexterity bonus to Armor Class when caught flat footed.

Unfettered “Both my spirit and my sword are free. Don’t burden me with obligations I don’t want or responsibilities I don’t need.” Wild, uncontrollable, yet supremely skilled, the unfettered (singular and plural) appears to be part madman, part assassin. In truth, he is neither. The unfettered is more a swashbuckling dervish, expert in using quickness and agility in combat rather than simple brute force. The unfettered knows that the best way to stay alive in a fight is to avoid being hit altogether, so he learns special parrying techniques. Likewise, he knows how to deliver savage sneak attacks against an unprepared foe. When facing an unfettered, no one ever knows what to expect: a sudden attack from the shadows, or a reckless charge into the thick of things with grace and panache? Often the unfettered himself does not know. While he is very intelligent, with good battle senses and extensive skills, he does not care for elaborate plans or strategies. He lives by his wits and his ability to think on his feet. He takes things as they come and rolls with the punches—usually coming out on top in the end. Adventurers: Unfettered thrive on excitement and adventure. They seek glory, treasure, and a good challenge. Most unfettered would rather be adventuring than doing anything else. Background: Unfettered often come from the ranks of the commoners: Too poor to afford lots of armor or heavy weapons, they train hard to make up for this lack. Usually, an unfettered trains one-onone with a master, often one who has given up the adventurer’s life. Some unfettered have mysterious backgrounds, including a crime or misdeed they need to overcome. Or perhaps they feel proud of their shady history, and enjoy living up to their roguish reputation. Races: Faen, particularly quicklings, embrace the wild nature of the unfettered. Verrik and mojh unfettered are rare. Human unfettered act as roguish scamps, while litorian unfettered take their

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