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DRS2805 Lords of The Wild

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100% found this document useful (1 vote)
383 views28 pages

DRS2805 Lords of The Wild

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dgb010682
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Lords

- of the -

Wild

B y A nt h o ny S . A l t o v i l l a
a nd Pat rick Mi l ler
Lords of the Wild

Authors: Anthony S. Altovilla and Patrick C. Miller


Interior Design: Forrest Heck
Editing: Forrest Heck
Interior Layout: Jeremy Smith
Artwork: Dean Spencer
Publisher: Jeremy Smith

Special thanks to the legions of fans who helped playtest the material in this book and offered new and
innovative ideas to include.

Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the
third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter
Adkison.

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game
License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names
(characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements
that have previously been designated as Open Game Content or are in the public domain are not included in this
declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game
product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion
of this work other than the material designated as Open Game Content may be reproduced in any form without
written permission.

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo
Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.
Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.

Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the
Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the
Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more
information on the compatibility license.

Lords of the Wild is published by Dreamscarred Press under the Open Game License version 1.0a Copyright 2000
Wizards of the Coast, Inc.

© 2018 Dreamscarred Press

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Lords of the Wild

Foreword
Lords of the Wild is my first opportunity to take the
lead on a design project with Dreamscarred Press, Introduction
and I’m very excited to be able to bring it to our fans. Lords of the Wild introduces new rules and material
Wolves have always been an interest of mine, as has the that explores the nature of lycanthropy in the Pathfinder
worldwide mythology of shapeshifting. Nearly every RPG, and adds new options for games that wish to
single culture the world over has legends of humans include lycanthropes (and other shapeshifters) into their
assuming the shape of animals or vice versa, and these story, whether hunting the beasts or becoming the beast
tales are always incredibly interesting to me. I’m proud themselves.
to be able to bring my own little spin on the nature of In this book. you will find the new werewolf template
wolves and shapeshifters to the Pathfinder RPG through and the rules around it, details on different ways to
this book and I hope you enjoy it very much! contract lycanthropy, new archetypes focused on
Anthony S. Altovilla werewolves, three new prestige classes, several new
Dreamscarred Press Freelancer feats, including the new shifting type of feat, and several
new spells.
Hello everyone, and thanks for reading this. I’ve always
been a fan of shapeshifters, to the point where one of my
most interesting characters is consistently a lycanthrope
of some form. And media portrayal of both wolves and
werewolves has so much variety, from a focus on savage
bloodlust to teamwork and loyalty. Being able to explore
these facets all at once sounded like the beginning of a
grand adventure to me. So strap in, because we’re gonna
have some fun here.
Patrick C. Miller
Dreamscarred Press Freelancer

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Lords of the Wild

Lycanthropy
Lycanthropy has many possible origins, some are the points of damage plus the werewolf’s Strength modifier
result of terrible curses, others are magic rituals which (for a Medium-sized werewolf). In addition, when a
bind animal spirits to human bodies. What is constant, werewolf is in its wolf form, it also gains the trip special
though, is that lycanthropes are persons capable of attack with its bite, allowing it to make a trip attempt
assuming animalistic forms, most commonly that of against a target as a free action without provoking an
a great wolf. In some cultures these shapeshifters are attack of opportunity if it hits them with its bite attack.
monstrous villains, the result of dark curses and evil If the attempt fails, the werewolf is not tripped in return.
magic that spread terror and evil throughout the world. Weapons of the Beast (Su): When the werewolf
In others, they are great warriors who fight like wild template is first acquired, the werewolf gains one of the
animals on the battlefield, and while terrible and awe following benefits. Once chosen, this choice cannot be
inspiring, they are ultimately heroic figures. changed, even if the character loses and later reacquires
Like the very changeable nature of the Werewolf the werewolf template.
themselves, they can fulfill multiple roles in a story Inescapable Claws: The werewolf gains two claw
from hero to villain. The following is a template for attacks when it is in its hybrid form. These are primary
werewolves that use the rules presented in Lords of the attacks that deal 1d4 points of damage plus the werewolf’s
Wild. Strength modifier (for a Medium-sized werewolf). It also
gains Improved Grapple as a bonus feat, even if it does
not meet the prerequisites. At 6th level, its claws gain the
Werewolf Template (CR +1)
grab ability. At 11th level, it gains Greater Grapple as a
Werewolves are creatures with the ability to assume bonus feat, even if it does not meet the prerequisites. At
the form of a wolf as well as a hybrid form sharing the 16th level, it gains a constrict attack that deals damage
qualities of both a wolf and their normal form. equal to its claws.
Creating a Werewolf Mighty Jaws: The werewolf gains a bite attack when
it is in its hybrid form, in addition to its wolf form. This
Werewolf is an inherited template (for those born as is a primary attack that deals 1d6 points of damage plus
werewolves) or acquired template (for those who the werewolf’s Strength modifier (for a Medium-sized
acquire the template later in life) that can be applied werewolf). At 6th level, its bite attack deals an additional
to any humanoid or outsider with the native subtype. 1d6 points of bleed damage on a successful hit. At 11th
Challenge Rating: Same as base creature +1. level, the werewolf deals an additional 3d6 points of
Size and Type: The creature (referred to hereafter as damage with its bite attack when charging. At 16th level,
the base creature) gains the shapechanger subtype. A whenever it charges a creature and hit with its bite
werewolf’s hybrid form is Medium size or the base attack, the target is knocked backwards 10 feet after the
creature’s size, whichever is larger. A werewolf’s werewolf finishes with all of its attacks.
animal form is always Medium size. Savage Claws: The werewolf gains two claw attacks
Armor Class: In hybrid or animal form the werewolf when it is in its hybrid form. These are primary attacks
has a +2 bonus to its natural armor.
Speed: In its wolf form, a werewolf has a base land
speed of 50 feet. Otherwise, it uses its own base speed. Why Werewolf?
Abilities: +2 Wisdom and +2 to one of Strength, Dexterity,
or Constitution. You might be asking yourself, why is Dreamscarred
Press introducing a new template when the
Special Attacks lycanthrope template already exists? The answer
A werewolf retains all the special attacks of the base is that the werewolf template is designed with
creature, and gains the following abilities: player use in mind. Werewolves, as opposed to
Change Shape (Su): All werewolves have three lycanthropes, are meant to be a more player friendly
forms—a humanoid form, a wolf form, and a hybrid template to enable games to play out using werewolf
form. Equipment does not meld with the new form Player Characters. The template is wolf-specific
between humanoid and hybrid form, but does between (though adapting it to other types of therianthropes
those forms and animal form. A werewolf can shift is certainly doable) and called werewolf specifically
to any of its three alternate forms as a move action. A to make it easier to differentiate between this and
slain werewolf reverts to its humanoid form, although the lycanthrope template for both players and GMs.
it remains dead. A werewolf gains a bite attack when it
is in its wolf form. This is a primary attack that deal 1d6

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Lords of the Wild
that deal 1d4 points of damage plus the werewolf’s When the werewolf detects a scent, the exact location
Strength modifier (for a Medium-sized werewolf). At of the source is not revealed—only its presence
6th level, it gains the rend special ability with its claw somewhere within range. The werewolf can take a
attacks that deals damage equal to its base claw damage move action to note the direction of the scent. When
plus 1-1/2 times its Strength bonus (if any). At 11th level, the creature is within 5 feet of the source, it pinpoints
whenever the werewolf charges, it can make a full attack the source’s location.
with its natural weapons in place of the normal attack at In addition, the werewolf can track by sense of smell,
the end of its charge. At 16th level, it gains a rake attack making a Wisdom (or Survival) check to find or
that deals damage equal to its claw attacks. follow a track. The typical DC for a fresh trail is 10 (no
Vicious Bite: The werewolf gains a bite attack when it matter what kind of surface holds the scent). This DC
is in its hybrid form, in addition to its wolf form. This is increases or decreases depending on how strong the
a primary attack that deals 1d6 points of damage plus quarry’s odor is, the number of creatures, and the age
the werewolf’s Strength modifier (for a Medium-sized of the trail. For each hour that the trail is cold, the DC
werewolf). It also gains Improved Trip as a bonus feat, increases by 2. The ability otherwise follows the rules
even if it does not meet the prerequisites. At 6th level, it for the Survival skill. While tracking in this manner,
gains the trip ability with its bite attack regardless of its the werewolf ignores the effects of surface conditions
form. At 11th level, it gains Greater Trip as a bonus feat, and poor visibility.
even if it does not meet the prerequisites. At 16th level,
it is considered to be one size category larger for the
purpose of its combat maneuver bonus when tripping
an opponent.
Special Qualities
A werewolf retains the special qualities of the base
creature, and gains the following abilities:
Damage Reduction (Ex): Werewolves possess DR 3/
silver while in hybrid or wolf form.
Low-Light Vision (Ex):
Werewolves can see twice as
far as humans in conditions of
dim light. If the base creature
already had low-light vision,
they can see three times as far
instead of twice as far.
Lycanthropic Empathy (Su):
Werewolves can communicate
and empathize with canines,
including both dogs and
wolves, allowing them to make
Diplomacy checks to alter such
an animal’s attitude. A werewolf
gains a +4 racial bonus on these
checks. This bonus also applies
to Wild Empathy checks made
to influence canines.
Scent (Ex): A werewolf can
detect creatures within 30 feet
by sense of smell. If the creature
is upwind, the range increases
to 60 feet; if downwind, it drops
to 15 feet. Strong scents, such as
smoke or rotting garbage, can be
detected at twice these ranges.
Overpowering scents, such
as skunk musk or troglodyte
stench, can be detected at triple
normal range.

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Lords of the Wild
The Origin of the Eating the Heart of a Wolf
The heart is the source of the lifeblood of a creature.

Wolf In many cultures it contains their power or soul. Killing


a creature, such as a wolf, and consuming the raw flesh
There are many different reasons and ways that one of their heart imparts the strength of that animal to the
could acquire lycanthropy. Many times it is the result person who consumes the flesh. While typically this
of a curse, though not all lycanthropes consider their results in nothing of import happening, occasionally,
condition to be such an affliction. when the stars are right or some dark ritual is completed,
consuming the heart of a wolf results in the birth of a
new werewolf.
Bitten by a Werewolf
Possibly the most common origin for most
lycanthropes is being bitten and cursed by another Wearing the Skin of a Wolf
werewolf. In such cases, the curse of lycanthropy Many scholars of magic note that the changeable
spreads like a disease and can rapidly infect villages, nature of lycanthropy is almost like wearing a second
towns even entire countrysides, before anyone is aware skin. In the case of some lycanthropes, this is literally
of its horrible effects. While this origin is common, it true. Specially prepared skins steeped in magic and
still begs the question as to how the werewolf that bit ritual are worn by those who wish to transform into a
the new lycanthrope acquired the curse, and such a wolf for a variety of reasons. Over time, the magic of
line of infected persons could extend all the way back these skins can find its way into the wearer themselves,
to the beginnings of the very world itself, while still not and allow them to transform fully without relying on
revealing the original bearer Lycanthropy or explaining the skin as a focus. However, the individual skin often
how they acquired the curse in the first place. The retains the core of the magic, making it a dangerous
normal lycanthropy template presented in Lords of the weakness for those who seek the power of the werewolf.
Wild does not include the ability to spread Lycanthropy

Removing the
by bite, though if you choose to include such an option
in your game, you can add the following ability to the

Curse
template to enable it to do so.
Cursed Bite (Su): A lycanthrope’s bite attack in
animal or hybrid form infects a humanoid target with
lycanthropy (Fortitude DC 15 negates). If the victim’s size Whether one wishes to be a lycanthrope or not, there
is not within one size category of the lycanthrope, this are many who believe that such beings should not exist
ability has no effect. and seek to remove them from the world. Often times
this involves fire, silvered blades and copious amounts of
bloodshed, but they may also seek to “cure” lycanthropes
Born with the Curse of their condition. Most such cures are completely
Another common source of lycanthropy is that of useless, if not actively harmful to the lycanthrope in
someone born with the curse. Sometimes referred question. Knowledge of effective cures requires study
to as natural lycanthropy, in such cases the ability to and understanding of werewolves. Presented below are
transform is passed down through the family lineage. several known cures for lycanthropy.
Whether this is viewed as a curse or a blessing depends
on both the family in question and the culture in which
they live. Many barbarian tribes view lycanthropes Wolfsbane
as representatives of the totemic spirits they worship, Useful against those cursed by random happenstance
while established churches in more civilized societies or the bite of another werewolf, consuming a dose of
might look upon lycanthropes as monsters and threats wolfsbane allows the eater to make a second saving
to their flock. throw against the curse, success indicating the removal
of the curse. Unfortunately, wolfsbane itself is poisonous
if ingested, and requires its own DC 16 Fortitude Save to
Cursed by Another resist the effects of the poison.
Sometimes the curse of lycanthropy is inflicted upon
a person through the use of magic. Sometimes the
new lycanthrope is a willing volunteer to receive this Silver Bullet
magic, but other times it is the result of being subjected Silver is often noted to be effective against lycanthropes
to harmful magic. Typically, removing the curse of and other shapeshifters. Firing a silver bullet at the
lycanthropy in this case requires the use of yet more heart of a person afflicted with lycanthropy can cure
powerful magic. them, if they survive. However, plain silver is often not
enough to ensure success. Thus many werewolf hunters
turn to blessed silver stolen from churches or other holy
sites of good aligned deities to ensure that their weapons

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Lords of the Wild
are effective, often damning themselves in the process. The Hunter Becomes the
If a helpless werewolf is hit by a silver bullet made from
such silver, their lycanthropy is removed. However, the
Hunted
Werewolves are feared throughout the world, and
act of acquiring such silver is often a blasphemous one,
whenever rumor spreads of one’s presence, the hunt is
and as such could cause characters to fall out of grace
soon to be on. Adventurers and professional monster
with their deity.
slayers flock to the source of the rumors, and while they
often cannot find the hidden wolf, some bring magic
Powerful Magic specially for the purpose of such a hunt. When this
Powerful magic, of the kind that exceeds even the happens, the apex predator becomes the prey of man.
power of magic which originally created the curse, can
be used to restore a lycanthrope to their natural state.
Powerful spellcasters capable of using spells like Break
Societies of Werewolves
To the most isolated of forests, where man has little
Enchantment or Remove Curse can free a werewolf from
chance of catching the wolf, many werewolves flee.
their bestial state.
And there, they thrive, meeting others of their kind and
banding together into packs. These packs are as varied

Werewolves in as the wolves themselves: from those relieved to be able


to hold back no longer, to those who resent the hunters

Society
who drove them from their homes, to the savage beasts
who view humanity as little more than a particularly
exciting prey. In these societies, werewolves will often
Most werewolves find themselves struggling to
band together in like minded groups, and usually form
remain in true society. While nothing forces them to
strong bonds that tie them together. Modeled after true
change, the exhilaration of a beast’s power is addictive,
wolves, these packs work in concert to fulfill the needs
and werewolves are widely feared, for good reason. It
of the werewolf for companionship, protection and
is easy to begin viewing the unafflicted as lesser beings,
strength.
as prey. And when a werewolf goes feral, it can destroy
entire communities in a matter of days.

Wasted Potential The Pack


Even when they are able to restrain their predatory Despite their rarity, werewolves are not solitary
nature, many werewolves find themselves forced to hold creatures. The song of the wolf fills the mind of each
back in life. They are more powerful physically than and every werewolf, and they are often eager to join
those around them, and they know they are holding with those who hear its music as well. Werewolves who
back their true strength. They could do more for their meet others of their kind usually form a pack with one
community, since they are faster, stronger, and more dedicated leader known as the Alpha. The pack is an
durable than any normal person. But they can’t. intrinsic part of the identity of the werewolf, and loyalty
Usually, this state of affairs can only last so long. to the pack can be stronger than loyalty to friends, family
Eventually, either the coping mechanism they come or any other organization the werewolf might belong
up with to deal with their constant need to restrain to. Even with all that, there are some packs that take
themselves backfires, or a crisis strikes the community on a deeper connection, one forged in blood and ritual
and they are forced to change to protect the ones they under the light of the moon. These packs mystically
love. Once revealed, they are left with no option but flee, bind themselves to each other, forging bonds of loyalty
unless they wish to die. that are empowered by the primal magic that fuels their
curse. A strong pack makes all the werewolves in it
The Apex Predator stronger in themselves.
More often, a werewolf becomes drunk on the
exhilaration of the change and begins to view those Forming a Pack
around him as lesser beings. Such werewolves tend The formation of a pack of werewolves is often
to become thugs or bullies, terrorizing their local something that happens naturally, wolves and humans
communities even without changing form. The stupid are both social creatures, and their cursed cousins are
among them often do change, and are quickly hunted no different. Most often, werewolves will begin to
down. But the clever ones learn to read the flow of the congregate of their own accord, so long as there are
community. When things get too chancey, they run, other werewolves nearby. However, these creatures
finding a new community to prey upon. are all highly aggressive and territorial, and it’s only a
matter of time before issues of dominance come up.

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Lords of the Wild
The Fight for Dominance characters possess the feat, only that they be members of
Members of werewolf packs usually settle issues of the same pack.
dominance through combat. Their ferocious nature
usually leaves little room for any other option. These Pack of the Night Wind
combats are usually bloody and short, although they Silent and swift, we hunt unseen, our fur and claws
rarely ever end in death. Werewolves will usually black as the night above, our senses keen. Let those who
submit to a stronger pack member, and werewolf packs fear us shelter where they may, our howls will follow
quickly develop a solid pecking order. All packs will through night and day.
have an Alpha and some other packs may choose to A Pack of the Night Wind is a werewolf pack
create further ranks within their pack, depending on the characterized by their incredible tracking and stealth
composition of the pack members. abilities. Werewolves of these packs often have black
fur and glowing eyes that let them see in the dim light of
The Alpha a moonless night.
The strongest werewolf in the pack is usually referred Performing the ritual of the Pack of the Night Wind
to as the alpha. The alpha leads the pack in hunting requires a new moon or cloud covered night sky. The
and travel, and takes on challengers or recruits new pack members engaging in the ritual must successfully
members to the pack. The alpha also serves as the focal stalk a living creature for at least one hour without
point for various pack rituals. A pack with a strong making their presence known. The pack must keep
alpha is a force to be reckoned with, a pack with a weak the target creature in sight for the entire duration of
alpha is usually on its last legs. the tracking, and at the end of the hour they must kill
the target creature while it is flat-footed or otherwise
The Beta unaware of their presence. In order for a creature to
The beta serves as a second in command to the qualify as a suitable hunt, it must be of an appropriate
werewolf alpha. Often times, betas are spellcasters who CR for the pack.
support their pack members and perform pack rituals. Ritual Benefits: All pack members gain low-light
When the pack divides up, it is the beta who leads the vision and Stealth as a class skill. If a pack member
secondary pack. already has Stealth as a class skill, they gain a +2 ritual
bonus to stealth checks.
The Omega
Most of the other pack members do not possess a Ritual Feat
named rank, but some stand a little apart from the pack Night Wind Hunter [teamwork]
and are called Omegas. The Omegas are sometimes Prerequisites: Must have completed Pack of the Night
considered the “bottom” of the pack, but the truth Wind Ritual
is slightly more complicated. They are rangers and Benefits: As long as you are within 60 ft. of another
lone wolves, who separate from their pack mates pack member with this feat, you gain Hide in Plain Sight.
to scout, flush out prey and set ambushes. Their Alpha Benefits: The alpha may spend an immediate
skills are invaluable to a successful pack but their action to allow any pack member to use the Alpha’s
nature sets them apart from typical pack dynamics. stealth check in place of their own until the beginning of
the alpha’s next turn.
Pack Rituals
The rituals that create packs are secrets known only to Pack of the Blood Moon
werewolves, and often times these packs are reluctant to Fangs pierce flesh, Claws shred bone, our call is fury
share this secret knowledge. In order to earn the right to and noise. The hunger, the hunt, our thirst will not slake.
perform a pack ritual, it’s often necessary for a werewolf The souls of our foes consumed in our bloody wake.
pack to seek out another pack and prove their worth The Pack of the Blood Moon ritual imbues pack
through a series of tests or even direct competition. members with powerful fangs and claws and the instinct
Once the ritual is known, it can be performed by the pack to hunt the fiercest prey. Relying on their inner strength
members, led by the alpha. All pack rituals are different, as much as their strength in numbers, members of the
but they share similarities in that they each provide Pack of the Blood Moon boldly seek their prey and hunt
benefits to every pack member and to the pack’s alpha in them to the ends of the earth.
particular. A pack may choose to learn multiple rituals The ritual for the pack of the blood moon must be
to further strengthen their pack, for each pack ritual undertaken shortly after sunset on the night of a full
completed, all members of the pack gain a cumulative +1 moon. The pack must hunt a dangerous beast, one at
bonus to saves against charm or compulsion effects that least 1 CR higher than the pack’s effective character
would cause them to attack another pack member. level, using only their fangs and claws. The ritual must
Members of a pack who have completed a pack ritual be completed within one hour of moonrise, before the
can choose to learn a Pack feat, these feats are similar to moon’s color fades to white.
teamwork feats, except that they do not require that both Ritual Benefits: Pack members treat their natural

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Lords of the Wild
attacks as magic for purposes of overcoming damage of 1 power point.
reduction. At 5th level, their natural attacks also Alpha Benefits: The Alpha may spend a swift
count as cold iron. At 11th level, pack members treat action to manifest a power that one of his collective
their natural attacks as adamantine for purposes of members knows. The alpha pays the power point cost of
overcoming damage reduction. manifesting the power and the action cost, as though it
were one of his own powers known.
Ritual Feat
Wrath of the Blood Moon [teamwork, combat]
Prerequisites: Must have completed Pack of the Blood
Pack of the Wyrd Howl
Our song is the first magic. The hunt is our ritual to
Moon Ritual, Power Attack
cast. The blood of our prey is the catalyst. Our life is the
Benefits: When you use Power Attack with a natural
spell fulfilled.
attack, increase the damage bonus from Power Attack by
The Pack of the Wyrd Howl Ritual recognizes the
50%, as if the natural attack were a two handed weapon.
inherent magic of the werewolf and empowers it,
Alpha Benefits: The Alpha may spend a swift action
granting those werewolves with spellcasting ability
to allow all pack members to reroll 1’s on their damage
further power to strengthen their allies and terrify their
rolls for any natural attacks they make for the round.
prey.
The Pack of the Wyrd Howl ritual must be performed
Pack of the Shared Soul during a storm, the more severe, the better. All the pack
Our hearts are one. Our minds’ secrets undone. Laid members gather together and build a fire that they must
bare before us all, the enemy of ours shall fall. keep lit against the weather. Any pack members capable
A pack of wolves acts together in concert, performing of casting spells must cast one spell of each level up to
coordinated attacks with preternatural insight into their the highest level spell they can cast into the fire. Once
allies’ movements. The Pack of the Shared Soul takes this is complete, the pack members run through the fire,
this one step further, binding the hearts and minds of burning the runes of the ritual into their fur.
pack members into a collective consciousness that can Ritual Benefits: Pack members treat spells cast on
act far more efficiently than any other. them by other pack members as being cast at a caster
The Pack of the Shared Soul ritual requires the pack level 2 higher than normal.
members to communicate between each other with their
hearts and minds, not their voices. The pack members
Ritual Feat
gather together and share stories of past triumphs and Song of the Wyrd Howl [teamwork, combat]
failures, reveal long kept secrets and lay grudges bare Prerequisites: Must have completed the Pack of the
before the rest of the pack. During this time no words Wyrd Howl Ritual
can be spoken, only the animal growls of the pack and the Benefits: When under the effects of a spell cast on you
body language of the wolf may be used. Pack members by a pack member, you gain Spell Resistance equal to 11+
can try to communicate through Bluff, Diplomacy, your character level against spells cast by creatures who
Sleight of Hand, Knowledge (Nature), Handle Animal or are not members of your pack.
Wild Empathy checks, using the rules for passing secret Alpha Benefits: The Alpha may spend a move action
messages to allies, but using one of the listed skills in to extend the effects of a single spell, spell like ability,
place of the normal bluff check. These communications power or psi like ability affecting her pack members by
are considered complicated messages (DC 20). Once one round. Spells extended this way must have the same
each pack member has successfully conveyed at least source. For example, if two different pack members cast
one message to the group, the ritual is completed. haste on themselves, only one haste could be extended
Ritual Benefits: Pack members are joined in a this way.
collective, allowing them to share thoughts across vast
distances and communicate telepathically so long as
they are within 100 miles of each other. Pack members
are not subject to will saves if one of these collective
members are killed or knocked unconscious. The alpha
of the pack is considered to be the leader of the collective.
Ritual Feat
Secret of the Shared Soul [teamwork, combat,
psionic]
Prerequisites: Must have completed the Pack of the
Shared Soul Ritual
Benefits: When manifesting a power on a member of
your Pack of the Shared Soul collective, reduce the power
point cost of manifesting that power by 1, to a minimum

8
Lords of the Wild

Archetypes
Presented below are four new werewolf-themed and head for the purposes of using other natural or
archetypes for use in your game. manufactured weapons). The moonlight meditant may
hold or otherwise use objects (such as shields) in his
hands while attacking, but may not use a hand to attack
Moonlight Meditant with a manufactured weapon in the same round he used
that hand to attack with a claw.
(Soulknife Archetype) The moonlight meditant’s mind blades are treated as
Some infected by lycanthropy become monsters,
silver for the purposes of vulnerabilities and overcoming
stalking the night to slake their newfound thirst for
damage reduction, in addition to any other material types
the hunt. Others resist the affliction and remain as
they might be. The moonlight meditant may use any of
they are, continuing their normal lives with a slightly
his supernatural moonlight meditant class features that
more beastly bent. Moonlight meditants look inwards,
rely on the use of his mind blade in antimagic fields
seeking to purge the curse from themselves with
and null-psionics fields, so long as he succeeded on the
precise, destructive psionics. By permanently imbuing
Will save to maintain his mind blade. The moonlight
themselves with the essence of their mind, they warp
meditant’s claws and bite do not benefit from amulets of
their bodies and devour their curse, warding themselves
mighty fists and similar effects; their own enhancement
from the transformation and becoming something new
bonus and abilities from the enhanced mind blade class
entirely.
feature apply instead.
Transcendent Werewolf (Ex): A moonlight meditant
Starting at 6th level, a moonlight meditant gains both
possesses a unique strain of lycanthropy, having altered
his bite attack and his claw attacks when he forms his
his curse and returned himself to an approximation of
mind blade, rather than one or the other. He cannot
his original being. A moonlight meditant cannot become
form any other mind blades.
a werewolf or lycanthrope, and loses such templates
This ability alters form mind blade, and otherwise
if he possesses them when he takes his first moonlight
functions as the soulknife’s form mind blade class
meditant level (see the “Ex-Werewolves” sidebar for
feature.
more details). In addition, at 1st level, he gains the
Savage Pursuit (Ex): During his turn, a moonlight
shapechanger subtype and a shifting feat he qualifies for
meditant can move up to 5 feet as a free action without
as a bonus feat. He can change this bonus feat to another
provoking attacks of opportunity before each attack he
shifting feat he qualifies for whenever he rests for at
makes with his mind blade; after this movement he may
least 8 hours. This ability replaces the bonus feat gained
make his attack against any target within reach from his
at 1st level.
new position. The moonlight meditant cannot make an
Moonsilver Blade (Su): A moonlight meditant’s name
attack in this fashion against opponents he cannot reach
comes from the unique appearance of his abilities. Part
from his new position. At 4th level, he can move up to
of the transformation a moonlight meditant underwent
10 feet before each attack with his mind blade, rather
involved using his power to shield himself from the
than 5 feet; at 8th level, he can move up to 15 feet, and at
light of the moon, passively cutting apart moonbeams
16th level, he can move up to 20 feet before each attack.
and weaving them into his body with his psionic power.
A moonlight meditant may use this ability in the same
Rather than a normal mind blade, a moonlight meditant
turn he takes a 5-foot step, and vice-versa. This ability
gains the ability to wrap himself in a silvery projection of
replaces throw mind blade.
energy, forming phantom claws, fangs, and musculature
to take a form much like a werewolf. Any shifting feats
he possesses take on a similar appearance when used, Ex-Werewolves
rather than truly transforming him (if a shifting feat If a werewolf or lycanthrope takes a level of
would remove part of his body or reduce his size, he moonlight meditant, they lose their template. At the
seems to compress as he surrounds himself with silvery GM’s option, they may immediately exchange the
light). template for its equivalent in moonlight meditant
At 1st level, a moonlight meditant’s mind blade takes levels. For example, of a werewolf using the template
the form of a primary bite or 2 primary claw attacks, presented in this book entered the moonlight
chosen when he forms his mind blade. These attacks meditant class and had previously been one level
deal damage as appropriate for the moonlight meditant’s behind the rest of the party as a result of their
size, and may shift their location freely, allowing the template, they should be allowed to gain an extra
moonlight meditant to make attacks with any part of moonlight meditant level to make up for it.
his body (though they still count as being on his hands

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Lords of the Wild
Blade Skills: A moonlight meditant cannot choose the
Alter Blade, Discipline Blade Shapes, Empowered Fist, High-Psionics Soulknives
Emulate Melee Weapon, Emulate Ranged Weapon, Mind
Daggers, Telekinetic Blade, or Telekinetic Bolt blade As noted in Psionics Augmented: Soulknives, some
skills. Blade skills that change the form of his mind blade GMs running higher-magic and psionics campaigns
instead apply their effects to his mind blade without may find it reasonable to add the manifesting and
changing how the weapon functions. For example, a power progression of the gifted blade archetype to
moonlight meditant with the Mindflayer blade skill all soulknives by default, to create a more a more
would still gain the ability to expend his psionic “psionic” soulknife. This gives the soulknife more of a
focus for an added effect on an attack, but would not competitive edge in a world where manifesting and/
transform his mind blade into a whip. This ability alters or magic is highly dominant, without compromising
blade skills, but does not cause the moonlight meditant the combat focus of the class. The gifted blade
archetype to be incompatible with other archetypes that archetype adds some additional flexibility both in
alter the blade skills class feature. and out of combat, and lets the soulknife stand as
Enhanced Mind Blade (Su): Starting at 3rd level, all both a combative and psionic equal to classes like the
of a moonlight meditant’s natural attacks (including psychic warrior and marksman.
those from his mind blade) gain an enhancement bonus In games with higher levels of expertise, powerful
on attack and damage rolls equal to his mind blade’s classes and abilities, or just generally better toys
maximum enhancement bonus (so +1 at 3rd level, +2 available to characters, we at Dreamscarred Press
at 6th level, +3 at 9th level, and so on). In addition, he recommend adding the gifted blade archetype’s
treats his natural weapons as both magic and silver for manifesting abilities to the soulknife as well.
the purposes of vulnerabilities and overcoming damage When using this variant, levels in prestige classes
reduction. that advance a soulknife’s gifted blade manifesting
The moonlight meditant’s bite and claw mind blades also advance their enhanced mind blade ability as
gain their normal progression of abilities, and do not if they had gained a level in soulknife. The inverse
need the normal +1 minimum enhancement bonus is also true; levels that advance a soulknife’s
before gaining weapon special abilities. In effect, they mind blade advance the soulknife’s gifted blade
automatically gain their maximum enhancement manifesting at an equal rate (if the character
bonus (as listed above), then can have their normal possesses manifesting from another source, it is
total bonus spent entirely on special abilities. When a not advanced by such prestige classes). If a class
moonlight meditant chooses how he enhances his mind advances both the soulknife’s manifesting and their
blade, his bite and each of his claws can be given their mind blade (such as the dark tempest in Ultimate
own combinations of weapon special abilities. These Psionics), then the soulknife’s manifesting and mind
abilities must be able to be applied to the mind blade blade are advanced independently. If the soulknife
in question, and this ability otherwise functions as the possesses levels in another manifesting class, they
normal soulknife’s enhanced mind blade class feature, may still choose to advance that class’ manifesting,
including the list of special abilities the moonlight and also progress their mind blade abilities (but not
meditant can draw from and the total bonus of abilities their gifted blade manifesting) as normal.
he can assign to his mind blades. Unlike most weapons, For example, a soulknife/psychic warrior who
a moonlight meditant’s mind blades can have a total took levels in dark tempest would add their dark
bonus greater than +10 (up to a maximum of +14 at 19th tempest level to their soulknife level for the purposes
level, between their enhancement bonus and abilities), of determining the effectiveness of their mind
and each of his mind blades gains the full bonus from blade. Then, at each level of the prestige class, they
enhanced mind blade, rather than being reduced like a would have to choose whether that level added
normal soulknife with multiple mind blades. its manifesting progression to their gifted blade
This ability alters enhanced mind blade. manifesting or psychic warrior manifesting.
Moonsilver Body (Su): At 3rd level, a moonlight
meditant gains damage reduction 1/silver. At 7th level
and again at every four moonlight meditant levels any items he wields, and he can still act freely. This shell
thereafter, this damage reduction increases by 1. This gives him a pool of temporary hit points and a +10-foot
ability replaces psychic strike. bonus to each of his speeds. This pool of temporary hit
In Wolves’ Clothing (Su): At 4th level, a moonlight points has a maximum total equal to twice the moonlight
meditant’s mind blade extends beyond the mere meditant’s class level, and refreshes to its full amount
projection of weaponry; he can call into being a bestial whenever the moonlight meditant rests for at least one
form as well. While his mind blade is drawn, he surrounds minute. He only gains these temporary hit points while
himself with an armorlike “shell” of energy that acts as a his mind blade is drawn, and the pool retains the same
buffer against blows and enhances his physical abilities. total when he dismisses and reshapes his mind blade.
This shell does not interfere with his existing armor or As long as the moonlight meditant is wielding his mind

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Lords of the Wild
blade and has at least one temporary hit point from it, may also squeeze through areas of at least half his size
he also gains a deflection bonus to his AC equal to his without penalty. This ability replaces the blade skill
Constitution bonus (if any). gained at 12th level.
The moonlight meditant does not lose this shell when
his pool of temporary hit points runs out; each time the
moonlight meditant hits a creature with his mind blade, Silverblade Hunter (Fighter Archetype)
he regains a number of temporary hit points equal to Some warriors are known for their skill in battle,
his Constitution bonus (minimum 1), adding them to the others for their mastery of their weapons. silverblade
pool up to its normal maximum. hunters are those who have trained in the use of true
In addition, the moonlight meditant has the ability silver, refining their skills beyond those of normal
to expand the projection of his mind blade. While he warriors by taking advantage of the weightlessness
wields his mind blade, he can increase his size by up native to their prefered metal.
to one size category as a free action. He can return to Instinctive (Ex): Silverblade hunters gain 2 additional
his normal size (or later change to a different size) as a skill ranks each level. These ranks must be spent on
free action. At 8th level, he can increase his size by up to Wisdom-based skills. All Wisdom-based skills are class
two size categories, and at 16th level, he can increase his skills for silverblade hunters. This ability replaces the
size by up to three size categories. These size increases silverblade hunter’s proficiency with heavy armor and
do not stack with other effects that would increase tower shields.
the moonlight meditant’s size, and his ability scores Mithral Armament: When a silverblade hunter
do not change when he grows or shrinks. Instead, the begins play or takes his first silverblade hunter level, one
moonlight meditant gains a +2 size bonus to his Strength of their weapons can be upgraded using a specialized
and Dexterity scores while he wields his mind blade, forging process. The resulting weapon is treated as
regardless of his size. These bonuses increase to +4 at mithral in all ways (even if it was previously of a
8th level and +6 at 16th level. different special material, or even a weapon not made
The moonlight meditant does not take size penalties of metal), except that the secrets of its use are unique
from growing using this ability; for example, a moonlight to the silverblade hunter. All other creatures treat this
meditant that grew from Medium to Large size would weapon as if it had the broken condition. If the weapon
gain his +1 special size bonus on CMB checks, but would already has the broken condition, it does not work at all
not take the normal –1 penalty to his AC and attack for anyone else trying to use it. This does not add any
rolls for being Large. If his normal size is smaller than value to the weapon; the weapon can still be sold for its
Medium, he retains his normal size bonus to AC and normal value.
attack rolls. Mithral Armor Training: Beginning at 3rd level, a
This ability replaces the blade skill gained at 4th, 8th, silverblade hunter’s armor training applies only while
and 16th levels. wearing mithral armor.
Quick Draw (Su): At 5th level, a moonlight meditant In addition, while wearing mithral armor, the armor
can manifest his mind blade (or blades) as a free action, is treated as one size category lighter for all purposes,
including the shell from his in wolves’ clothing class including proficiency. This is a modification to the
feature. He may still only do this once per round. At normal rules for mithral armor.
15th level, he may do so even if it isn’t his turn, and may The ability alters armor training
change size with his in wolves’ clothing ability as part of Mithral Weapon Training: Beginning at 5th level,
the same action. This ability alters quick draw. a silverblade hunter’s weapon training applies to all
Controlled Composition (Su): At 12th level, a mithral weapons, rather than weapons of a specific
moonlight meditant gains more control over the shape weapon group.
of his abilities, allowing his form to change fluidly to Every four levels thereafter (9th, 13th, and 17th), the
suit the situations. When he wields his mind blade, he silverblade hunter may choose an additional weapon
gains a +2 bonus to either his Strength or Dexterity score. group. For the purposes of the fighter’s versatile training
This stacks with the bonuses from his in wolves’ clothing class feature and similar abilities, the mithral weapon
class feature, and he can change which ability score group’s associated skills are Acrobatics and Sleight of
this bonus is added to when he assigns his mind blades’ Hand.
weapon special abilities. Additionally, a silverblade hunter treats mithral
In addition, he can alter the composition of his shell weapons as one weapon category lighter when it would
and how it interacts with the world, allowing him to be beneficial to him. For example, he may use Weapon
lift off the ground, move freely through liquids, and Finesse with a mithral longsword because he may treat
stick to sheer surfaces. He gains a fly speed with good it as a light weapon instead of one handed.
maneuverability, a swim speed, and a climb speed, each This ability alters Weapon Training
equal to his base land speed (plus the bonus from his
in wolves’ clothing class feature). He gains the aquatic
subtype while he is underwater. The moonlight meditant

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Lords of the Wild
Unshackled Rager attack. In addition, he takes a –2 penalty to his AC. He
also gains 2 temporary hit points per Hit Die. These
(Bloodrager Archetype) temporary hit points are lost first when a character takes
The unshackled rager draws power from their kinship damage, disappear when the lupine frenzy ends, and are
with the primal wolf. Descended in part from the chained not replenished if the unshackled rager enters a lupine
beast, Fenris, these savage bloodragers inherit both his frenzy again within 1 minute of his previous lupine
might and his imprisonment, and yearn to unleash the frenzy. While in a lupine frenzy, an unshackled rager
caged beast within. cannot use any Charisma-, Dexterity-, or Intelligence-
Unshackled Might: The strength of Fenris’ blood based skill (except Acrobatics, Fly, Intimidate, and Ride)
burns out other bloodlines. All unshackled ragers are of or any ability that requires patience or concentration
his bloodline, and his alone. He does not gain a bloodline (such as spellcasting).
like a normal bloodrager does. An unshackled rager can end his lupine frenzy as a free
At 6th level and again at every three levels after, an action. When the lupine frenzy ends, he’s fatigued for a
unshackled rager gains a bonus feat drawn from the number of rounds equal to twice the number of rounds
following list: Dirty Fighting, Eldritch Claws, Improved spent in the lupine frenzy. A unshackled rager cannot
Trip, Iron Will, Seize the Opportunity, Skill Focus enter a new lupine frenzy while fatigued or exhausted,
(Survival), and Vital Strike. but can otherwise enter lupine frenzy multiple times
In addition, at 7th, 10th, 13th, and 16th levels, an during a single encounter or combat.
unshackled rager adds a spell to his spells known and This ability replaces bloodrage, but counts as that
spell list: class feature for the purposes of prerequisites and
7th: Lunar vitality
10th: Enemy’s heart Pathfinder Roleplaying Game: Advanced Race Guide
13th: Greater magic fang
16th: Moonstruck Pathfinder Roleplaying Game: Advanced Player’s Guide
The ability replaces bloodline, but counts as a bloodline
for purposes of meeting prerequisites and requirements.
Maw of the Wolf (Ex): At first level, the unshackled
rager grows a powerful set of jaws. These jaws are
treated as natural weapons, allowing him to make a bite
attack his your full base attack bonus. This is a primary
natural attack that deals 1d6 points of damage for a
Medium unshackled rager.
If the unshackled rager already possess a bite attack,
then he may treat himself as one size category larger for
the purposes of his bite’s damage. This stacks with other
size increases, including other virtual ones, such as the
increase from his lupine frenzy.
This ability replaces the bloodline power gained at
1st level.
Lupine Frenzy (Su): The unshackled rager is a
beast in human form. At 1st level, an unshackled
rager can enter a lupine frenzy for a number
of rounds per day equal to 4 + his
Constitution modifier. For each level after
1st, the unshackled rager can frenzy for
2 additional rounds per day. Temporary
increases to Constitution, such as that
gained from bear’s endurance, don’t increase
the total number of rounds that an unshackled
rager can frenzy per day. An unshackled rager
can enter a lupine frenzy as a free action. The
total number of rounds of lupine frenzy per day
is renewed after resting for 8 hours, although
these hours need not be consecutive.
While in a lupine frenzy, an unshackled rager
gains a +2 bonus on melee attack rolls and Will
saving throws, and is treated as two size categories
larger when determining the damage of his bite

12
Lords of the Wild
requirements as well as for the purposes of effects such requirements as well as for the purposes of effects such
as class features, feats, magic item abilities, and spells. as class features, feats, magic item abilities, and spells.
Patient Hunter (Ex): At 4th level, an unshackled rager Unshackled (Su): At 12th level, while in a lupine
gains the feral patience of the legendary wolf, fortifying frenzy, the unshackled rager functions as if under the
his body. Whenever the unshackled rager takes damage, effects of the freedom of movement spell. This ability
a portion of this damage is delayed until the end of his replaces the bloodline power gained at 12th level.
next turn. Delaying damage does not require an action, Wolf’s Savagery (Su): At 16th level, while in a lupine
and happens automatically. The unshackled rager may frenzy, the unshackled rager may devour the life force of
delay up to 1/4 his maximum hit points in this way at his foes. Whenever he deals damage with his bite attack,
any given time. he can reduce his current delayed damage pool from the
When the unshackled rager delays damage, he deducts patient hunter class feature by up to half its current total.
that damage from the amount he would have taken after He does not take this damage. This ability replaces the
applying any damage reduction, resistances, or other bloodline power gained at 16th level.
defenses he may have, then is dealt to him at the end of Unending Frenzy (Su): At 17th level, an unshackled
his next turn. The delayed damage cannot be reduced or rager is no longer fatigued at the end of his lupine frenzy.
resisted in any way, as it is already considered to have If he enters a lupine frenzy again within 1 minute of
been “dealt.” ending one, he doesn’t gain any temporary hit points
For example, an unshackled rager with a maximum from that frenzy. This ability replaces tireless bloodrage.
hit point total of 40 could delay up to 10 points of damage Herald of the End Times (Su): At 20th level, the
each round. If he took 8 points of damage from a single unshackled rager may spend 2 rounds of lupine frenzy
attack, all 8 points of damage would be added to his to take an action he otherwise would be denied (such as
delayed damage pool, and he would be unharmed for a standard action while nauseated). This may be done
the time being. If he then took an additional 11 points multiple times per round, allowing him to effectively
of damage, only 2 points of damage would be deducted ignore a condition such as paralysis’ effects on his
and added to the pool, and he would take the remaining actions (but not any other effects it might have). This
9 points of damage. Then, at the end of his next turn, he ability replaces the bloodline power gained at 20th level.
would take the 10 points of delayed damage, and his Mighty Lupine Frenzy (Su): At 20th level, an
pool’s total would return to 0. unshackled rager’s bonus on melee attack rolls and Will
Healing in excess of the unshackled rager’s maximum saves while frenzying increases to +4, and he is treated
hit points can be applied to his delayed damage pool, as four size categories larger for determining the damage
effectively allowing him to heal away damage before it die of his bite. In addition, the amount of temporary hit
occurs. points gained when entering a frenzy increases to 4
This ability replaces the bloodline power gained at 4th per Hit Die, and the spell he can apply to himself at the
level. beginning of a lupine frenzy due to the greater lupine
Wolf’s Cunning (Ex): At 8th level, an unshackled frenzy class feature is not limited to only spells of 2nd
rager gains the trip special attack with his bite, allowing level or lower. This ability replaces mighty bloodrage.
him to make a trip attempt against a target as a free
action without provoking an attack of opportunity if he
hits them with his bite attack. If the attempt fails, the Wild Huntmaster (Dread Archetype)
unshackled rager is not tripped in return. This ability The wild huntmasters are the master of the primal
replaces the bloodline power gained at 8th level. fear of the hunt. They call upon packs of spectral beasts
Greater Lupine Frenzy (Su): At 11th level, an to spread terror where they go.
unshackled rager’s bonus on melee attack rolls and Will Class Skills: A wild huntmaster adds Survival (Wis) to
saves while frenzying increases to +3, and he is now his list of class skills.
treated as three size categories larger for determining Collective (Su): A wild huntmaster learns to use
the damage die of his bite. In addition, the amount of psionic power to connect willing minds through an
temporary hit points gained when entering a frenzy internal network that strengthens their psychic bonds.
increases to 3 per Hit Die. and upon entering a lupine As a standard action, a wild huntmaster can join a
frenzy, the unshackled rager can apply the effects number willing targets into her collective equal to her
a bloodrager spell he knows of 2nd level or lower key ability modifier or half her wild huntmaster level,
to himself. The spell must have a range of touch or whichever is higher. The wild huntmaster must have
personal. If the spell’s duration is greater than 1 round, line of sight to each target, each target must have a
it instead lasts for the duration of the lupine frenzy. This Wisdom score of at least 1, and all targets must be within
use consumes a bloodrager spell slot, as if he had cast Medium range (100 ft. + 10 ft. per class level). The wild
the spell; he must have the spell slot available to take huntmaster is always considered a member of her own
advantage of this effect. collective, and does not count against this limit.
This ability replaces greater bloodrage, but counts as The wild huntmaster can choose to remove a member
that class feature for the purposes of prerequisites and as a free action on her turn, and any member can

13
Lords of the Wild
voluntarily leave the collective as a free action on their Hunting Pack
turn. Any member whose Wisdom drops to zero or who The following stat block is based on a wild huntmaster
moves out of range of the collective is automatically with a Charisma score of 10. As a rule of thumb when
removed. If a member enters a null psionics field, the building a wild huntmaster, add the huntmaster’s
connection to the collective is suppressed until that Charisma modifier to her hunting pack’s AC and touch
member leaves the field. A member who leaves the AC, attack rolls, damage rolls, and Reflex saves. The
collective for any reason immediately loses any and all hunting pack uses its creator’s wild huntmaster level as
benefits they may have gained from being a member. A its base attack bonus.
wild huntmaster is aware of the status of her collective
and can, roughly, sense the presence of each member, Hunting Pack
although beyond telling if such a creature is still a
XP 0 (included with creator)
member, this has no mechanical benefit until higher
N Medium construct (incorporeal)
levels (see telepathy and become the beast, below).
Init same as creator; Senses darkvision 60 ft., low-light
A wild huntmaster can manifest certain powers
through her collective. If a wild huntmaster power vision, sense fear, Perception +0
specifies one or more willing targets (or is harmless) Defense
and has a range greater than personal, she can manifest
AC 10, touch 10, flat-footed 10 (+0 Dex, see below)
this power on a member of her collective regardless
hp 1/4 creator’s class level × twice creator’s Charisma
of the range of the actual power. All other non-range
bonus (if any) × the number of spaces occupied by the
restrictions still apply. She may also manifest any power
hunting pack
with the Network descriptor this way, regardless of their
Fort +0, Ref +0 (see below), Will +0
actual ranges or targets. If she is capable of manifesting
Defensive Abilities incorporeal; Immune construct
powers or casting spells from a different class (as is the
traits
case for a multiclass wild huntmaster), any compatible
spell or power with a range greater than touch can also Offense
be used through the collective.
Speed 40 ft.
If a member of the collective dies, the member is
Melee incorporeal bites † (1d6+ creator’s Charisma
removed from the collective and the wild huntmaster
modifier). The attack bonus of the hunting pack’s bite is
must make a Fortitude save (DC 15) or lose 1 power point
equal to its creator’s class level + its creator’s Charisma
for every Hit Die of the fallen member and be sickened
modifier. Its bites strike against touch AC, deal full
for an equal number of rounds.
damage to corporeal creatures, and automatically
At 15th level, a wild huntmaster’s collective range is
overcome damage reduction.
limitless on the same plane as the wild huntmaster.
Space special; Reach 5 ft.
At 19th level, a wild huntmaster’s collective reaches
even across to other planes and dimensions. Statistics
Hunting Pack (Su): At 1st level, a wild huntmaster is
able to create phantoms of pure terror to fill her pack. As Str —, Dex creator’s Charisma score, Con —, Int —, Wis
a full-round action, she can fill the remaining slots in her 10, Cha 10
collective with her hunting pack, up to her maximum Base Atk, CMB creator’s class level; CMD 10 + creator’s
number of beasts. She can fill up to one slot, plus one class level + creator’s Charisma modifier (can’t be
additional slot for every 4 class levels (to a maximum tripped)
of 6 at level 20). The hunting pack arrives immediately, SQ beasts of the hunt, fear given form, sense fear
each beast sharing her space, and acts as if she had Special Abilities
directed it to take a full turn. On each turn thereafter, it
acts on its creator’s initiative count. It is always created The Art of Terror (Su): The hunting pack is able to use
at its full hit points, based on the amount of collective any combat feats that its master possesses. The pack
slots it takes up. does not need to meet the prerequisites of the feats in
The hunting pack’s statistics are based on the wild order to use them.
huntmaster’s class level, Charisma modifier, and the size Beasts of the Hunt (Su): A hunting pack is a group of
of the hunting pack. The wild huntmaster can direct her terrifying spectral beasts, and takes a unique form
hunting pack to take a full turn as a standard action, or rather than having the space and reach of a normal
can direct a single part of it as a move action (see the creature. When the wild huntmaster forms her hunting
Hunting Pack stat block, below). The wild huntmaster pack, she fills all the remaining spaces in her collective
can dismiss her hunting pack as a free action. with its beasts. For each space she filled, the hunting
This ability replaces devastating touch. pack gains a single 5-foot space, called a beast, to act
through (treat each beast as a Medium creature for
determining where it can move). It can make attacks

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Lords of the Wild
from any of its beasts, and attacks against any beast hunting pack can share its space with other creatures
affect the whole hunting pack. or its own beasts freely.
The hunting pack does not take actions on its own; it Sense Fear (Su): A hunting pack can sense all creatures
must be directed by the wild huntmaster in order to act. within 60 feet that are currently shaken, frightened,
When the hunting pack is directed to take a full turn, it panicked, or otherwise affected by a fear effect. This
can move each of its beasts up to its speed as a move ability functions as blindsight, except that it ignores
action and can make up to a single attack with each of line of effect and can even sense such creatures
its beasts as a standard action. When it is directed as through walls or other obstacles.
a move action, a single one of its beasts can move and
attack, and the rest do not act. The hunting pack can
What is a Hunting Pack?
still take swift and free actions without being directed,
A hunting pack can be many things, but in the end
if it has reason to do so. The hunting pack threatens
its beasts are all projections of the wild huntmaster’s
squares as if it were in the space of each beast, though
own psyche. If the huntmaster is a werewolf, they
as it is only one creature, it can normally only a single
might take the form of a shadowy pack running
attack of opportunity each round.
alongside him, while a man who is done being
If the hunting pack is hit by an effect that targets an area,
afraid could call up spectral manifestations that
it is only affected once, regardless of how many beasts
resemble those he has lost to fear. A third example
are caught within the effect.
could be something resembling the Wild Hunt of the
Fear Given Form (Su): Hunting packs are formed from
Sidhe, with the huntmaster bringing forth a pack of
their creator’s psionic power, and as such, cannot stray
wolfhounds against which her foes can only flee.
beyond it. If one of the hunting pack’s beasts strays
outside the range of its creators collective, it winks out
and reappears in its creator’s space. Hunting packs
have a Dexterity score equal to their creator’s Charisma Track (Ex): A wild huntmaster adds half her class
score, a base attack bonus equal to their creator’s wild level (minimum +1) to Survival skill checks made to
huntmaster level, and hit points equal to their creator’s follow tracks. This ability replaces fearsome insight.
wild huntmaster level times their creator’s Charisma Spirit of Many (Su): A wild huntmaster of 2nd level
modifier for each beast in the hunting pack (see above). gains special abilities when manifesting powers with
The hunting pack cannot act on its own, and must be the Network descriptor. She can manifest these powers
directed to act during the wild huntmaster’s turn. A on any member of her collective, even if they are out of

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the power’s range or would normally be immune to the the wild huntmaster’s class level. The wild huntmaster
power. Whenever a wild huntmaster manifests a power can use this ability a number of times per day equal to
with the Network descriptor targeting only members her Charisma bonus (minimum 1).
of her collective, the power loses the mind-affecting An ally affected by this ability is treated as part of the
descriptor (if it had it) and bypasses any power resistance, wild huntmaster’s hunting pack for the purposes of her
although it still provokes an attack of opportunity to terror of the pack and will-breaking snap class features.
manifest as normal. Network powers manifest only on This ability replaces shadow twin and twin fear.
members of the collective never allow saving throws Join the Pack (Su): At 20th level, the wild huntmaster
-- their saving throw entry becomes “None,” although if has become a true master of fear. When her hunting pack
the power specifies a subsequent saving throw, subjects successfully hits a panicked creature within the range
attempt those saves normally. The wild huntmaster of her collective, she can expend a use of her become
also adds the following augment to all powers with the the beast class feature to forcibly convert that creature.
network descriptor: That creature must succeed at a Will save (DC 20 + the
Augment: For every additional power point you spend, wild huntmaster’s Charisma modifier) or be affected
you can choose an additional target, so long as the target as if by a dominate monster spell with a caster level of
is a member of your collective. 20. They stop being panicked and temporarily become a
Terror of the Pack (Su) At 2nd level, a wild huntmaster, werewolf for as long as they are dominated, as if the wild
gains the ability to channel her terrors through her huntmaster had used her become the beast class feature
hunting pack. When she spends a swift action to activate on them. This ability replaces fear incarnate.
her terror class feature, any effect that would trigger
when she hit with a devastating touch instead applies
on the next attack that hits from her hunting pack. This
ability alters channel terror.
Telepathy (Su): When a wild huntmaster reaches 3rd
level, all willing members of her collective (including the
wild huntmaster herself) can communicate with each
other telepathically, even if they do not share a common
language. Psionic creatures who are willing members
in a wild huntmaster’s collective (including the wild
huntmaster herself) may manifest unknown powers
from powers known by another willing psionic creature
in the collective as if they were making physical contact.
A wild huntmaster may temporarily deactivate, and
reactivate, this ability as a swift action.
Will-Breaking Snap (Su): Starting at 3rd level,
whenever a wild huntmaster’s hunting pack hits a
creature with its bite attack, that creature loses any
immunity it has to fear effects for a number of rounds
equal to the wild huntmaster’s Charisma modifier. If the
creature was not immune to fear effects, they instead
take a –4 penalty on saving throws against the wild
huntmaster’s fear effects for the same duration.
At 14th level, this ability improves; the hunting pack
now removes immunity to mind-affecting effects in
addition to fear effects when it hits a creature with its bite
attack, and the penalty on saving throws if the creature
is not immune expands to all of the wild huntmaster’s
mind-affecting effects.
This ability replaces aura of fear.
Become the Beast (Su): At 11th level, the wild
huntmaster’s power over her pack grows. She can
manifest the beasts of her pack around a member of
her collective, granting them new power. As a standard
action, she can cause a willing ally in her collective to
temporarily gain the werewolf template (see Chapter 1)
and immediately take hybrid form. The wild huntmaster
chooses the new werewolf’s weapon of the beast, and the
ally remains a werewolf for a number of rounds equal to

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Prestige Classes
Presented in this section you will find three new Survival (Wis) and Swim (Str).
prestige classes. Skill Ranks at Each Level: 4 + Int modifier.

Formless Master CLASS FEATURES


All of the following are the class features of the
formless master prestige class.
Weapon and Armor Proficiencies: Formless masters
The body is a plaything of the mind. This is a lesson
gain no additional weapon or armor proficiencies.
that any shapeshifter is familiar with, but for most it
Bonus Shifting Feat (Ex): At 1st level and every odd
remains only an interesting bit of philosophy. Not so
level, the Formless Master gains a bonus shifting feat.
for the formless masters, the peerless masters of their
He must meet the prerequisites for these feats as normal.
own body. Formless masters forsake their original
Minor Change Shape (Su): The formless master takes
appearance in exchange for nearly unparalleled skill
whatever shape he desires, even that of another person.
at modifying their form. They adopt new personas and
As a standard action, the formless master can assume
forms with the ease which most people change clothing.
the appearance of another person as if using a ​disguise
No matter the form they take though, a formless master
self spell, except that the changes are entirely physical
always remains true to himself.
in nature rather than illusory (and thus not subject to
Hit Die: D8
will saves to disbelieve the appearance), and he may not
alter his clothing or equipment. His ability scores do not
REQUIREMENTS change when he uses this ability, although he may lose
To qualify to become a formless master, a character access to natural attacks (such as claws) if he does not
must fulfill all the following criteria. include them in his alternate appearance. The formless
Base attack bonus: +4. master can disguise himself as specific individuals with
Feats: Three shifting feats. this ability, and receives the normal bonus for magical
Special: Must be able to change shape in one of the alteration when using it to make disguises.
following five ways: Sudden Reach (Su): A formless master of 2nd level
Change shape supernatural ability (aranea, hound or higher can suddenly stretch his limbs, neck, or other
archon, barghest, doppelganger, rakshasa, etc.). appendages outward, increasing his natural reach by
Shapechanger subtype. 5 feet. Unlike most creatures, formless masters don’t
Polymorph as a spell-like ability (astral deva, planetar, appear to have a longer reach until they actually use it.
solar, couatl, marilith, bronze dragon, gold dragon, silver Class Features: At 2nd, 3rd and 4th level, a formless
dragon, efreeti, night hag, ogre mage, pixie, etc.). master advances class features just as if he had gained
Able to cast the Polymorph spell. a level in a class he belonged to previously. He does not,
Wild shape or similar class feature (druid). however, gain any other benefit that a member of that
class might have gained (such as Hit Dice, base attack
CLASS SKILLS bonus increases, or skill points). This essentially means
The class Skills for the formless master are Acrobatics that he adds those levels of formless master to his levels
(Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), of the previous class and determines his class features
Intimidate (Cha), Fly (Dex), Knowledge (Nature) (Int), (such as power points, initiator level, spellcasting, or

Table: Formless Master


Base Attack Fort Ref Will
Level Bonus Save Save Save Special Class Features
1st +0 +1 +1 +0 Bonus shifting feat, minor change shape -

2nd +1 +1 +1 +1 Sudden reach +1 level of existing class


3rd +2 +2 +2 +1 Bonus shifting feat +1 level of existing class
4th +3 +2 +2 +1 Unbounded ability +1 level of existing class
5th +3 +3 +3 +2 Bonus shifting feat, truth of form -

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bonus feats) accordingly. If the character had more than all the following criteria.
one class before he became a formless master, he must Skills: Survival 3 ranks.
choose one of them to augment with this benefit; once Feats: Feral Vitality.
made, this choice cannot be changed. Special: You must be a werewolf.
Unbounded Ability (Ex): At 4th level, the formless
master’s unchecked mastery over his personal physique CLASS SKILLS
is so great that he can precisely alter his form to better The class skills for a greater werewolf are Handle
suit his immediate needs. Whenever the Formless Animal (Cha), Knowledge (Nature) (Int), Perception
Master activates a shift, he gains a +4 bonus to his choice (Wis), and Survival (Wis)
of Strength, Dexterity or Constitution for the duration of Skill Ranks at Each Level: 4 + Int Modifier.
the shift. If the formless master activates a new shift
while still under the effects of his current shift, he can
choose to alter his ability score bonus from unbounded CLASS FEATURES
ability. He does not gain additional ability score All of the following are class features of the greater
increases from having multiple shifts active at one time. werewolf prestige class.
Truth of Form (Su): The formless master has Weapon and Armor Proficiency: Greater werewolves
achieved perfect mastery of self, and thus through his gain no proficiency with any weapon or armor.
ability to change his appearance at a whim, stumbled Class Features: At 2nd level, and again at 4th level,
across a part of his true nature. At 5th level, the formless the greater werewolf advances class features just as if he
master selects one shifting feat he possesses with a 1 had gained a level in a class he belonged to previously. He
hour duration shift. He may increase the duration of does not, however, gain any other benefit that a member
that shift’s ability to 24 hours, and may maintain it even of that class might have gained (such as Hit Dice, base
through alternative shifts. attack bonus increases, or skill points). This essentially
means that he adds those levels of greater werewolf to
his levels of the previous class and determines his class

Greater
Werewolf
Some werewolves view their
condition as a curse, something
to be shunned or feared for.
Some view it as a simple fact of
life, a change from what they
were before. But some embrace
the beast now within them. The
transformation wasn’t just a
change in what they were, but in
who. They are a werewolf, and that
defines them. They are the fury of
the wild, the rage of the accursed
man. These are the traits that mark
a greater werewolf.
Greater werewolves can
come from anywhere, the turn
of mind manifesting more with
reaction to the condition than
prior experience. However, those
with a closer bond to the natural
world seem more inclined to fully
embrace their new forms.
Hit Die: d10

REQUIREMENTS
To qualify to become a greater
werewolf, a character must fulfill

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Table: Greater Werewolf
Base Attack Fort Ref Will
Level Bonus Save Save Save Special Class Features
1st +1 +1 +0 +0 Armor of the beast, instinct of the beast -

2nd +2 +1 +1 +1 Heart of the beast +1 level of existing class


3rd +3 +2 +1 +1 Nature of the beast -

4th +4 +2 +1 +1 Armory of the beast +1 level of existing class


5th +5 +3 +2 +2 Life of the beast -

features (such as power points, initiator level, and bonus


feats) accordingly. If the greater werewolf had more Varsärk
than one class before he became a greater werewolf, he
must choose one of them to augment with this benefit;
Many barbarian tribes worship legendary beasts as the
once made, this choice cannot be changed.
totems of their clan, drawing strength from the animals’
Armor of the Beast (Ex): The greater werewolf’s hide
stories and power. Most such tribes worship a multitude
is truly resistant to all but silvered weapons. He increases
of animals, choosing the one whose spiritual fortitude
the DR/silver gained from the werewolf template by his
best aligns with the goals of the tribe at the time. But in
class level.
the harsh tundras far from the warmth of the world, the
Instinct of the Beast (Ex): The greater werewolf is
primal spirits are more powerful, and less forgiving of
more in touch with his primal instincts, fortifying his
such disloyalty. In these frozen lands, the never ending
mind against intrusion. At first level he increases his
winters are home to the great wolf spirits Skoll and Hati,
Wisdom by 2 and gains Iron Will as a bonus feat.
who are destined to consume the Sun and Moon at the
Heart of the Beast (Ex): The greater werewolf is
end of the world and bring about never ending winter.
often recognized among wolves as more beast than man,
Their adherents share in their power, taking on the form
and as a creature of power. At second level, he may use
of lesser wolves and absorbing the power of the frozen
charm animal at will on creatures that would be affected
wilds as they fall deeper into the bestial wrath that fills
by his Lycanthropic Empathy.
their souls.
Nature of the Beast (Ex): Starting at third level, the
Most varsärks are Barbarians, although those whose
greater werewolf may change between his forms as a
blood sings with both ancient magic and unfettered rage
free action. Once per round, he may change even when
are also accepted by the wolf spirits as champions.
it is not his turn.
Hit Die: d10
Armory of the Beast (Ex): At fourth level, the greater
werewolf may choose a second weapon of the beast. If
he chooses a weapon of the beast that grants a natural REQUIREMENTS
weapon he already possesses, he does not gain additional To qualify to become a varsärk, a character must fulfill
natural weapons, but is able to use his original natural all the following criteria.
weapon for both weapons of the beast. For example, a Base Attack Bonus: +6.
greater werewolf who initially chose the savage claws Feats: Multiattack.
option could choose mighty jaws or vicious bite, gaining Class Features: lesser beast totem rage power, beast
the full effects of the weapon of the beast. However, if he totem rage power; bloodrage, rage, or raging song class
chose inescapable claws, he would not gain a new pair feature.
of claw attacks. Instead, his existing claws from savage
claws would gain the grab ability, and he would gain the CLASS SKILLS
associated feats and constrict ability. The class Skills for the varsärk are Acrobatics (Dex),
Life of the Beast (Su): At fifth level, the greater Climb (Str), Craft (Int), Intimidate (Cha), Knowledge
werewolf unlocks the true vitality of the legendary (Nature) (Int), Sense Motive (Wis), and Survival (Wis).
monster. He gains regeneration 5/silver. Skill Ranks at Each Level: 4 + Int modifier.

CLASS FEATURES
All of the following are class features of the varsärk
prestige class.
Weapon and Armor Proficiencies: Varsärks gain no

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Table: Varsärk
Base Attack Fort Ref Will
Level Bonus Save Save Save Special Class Features
1st +1 +1 +1 +0 Frozen fangs +1d6, wolf's rage -

2nd +2 +1 +1 +1 Endure elements +1 level of existing class


3rd +3 +2 +2 +1 Rage power +1 level of existing class
4th +4 +2 +2 +1 Coat of winter +1 level of existing class
5th +5 +3 +3 +2 Direwolf rage +1 level of existing class
6th +6 +3 +3 +2 Rage power +1 level of existing class
7th +7 +4 +4 +2 Tireless hunter +1 level of existing class
8th +8 +4 +4 +3 Frozen fangs +2d6 +1 level of existing class
9th +9 +5 +5 +3 Rage power +1 level of existing class
10th +10 +5 +5 +3 Winter wolf rage -

additional weapon or armor proficiencies. of determining the highest level rage power he can learn.
Frozen Fangs (Su): Starting at 1st level, whenever the Coat of Winter (Su): At 4th level, the varsärk
varsärk deals damage with a natural attack, he deals an becomes a vessel of winter. As long as the varsärk is
additional 1d6 points of cold damage. At 8th level, this raging, flurries of snow and biting wind conceal his form,
increases to an additional 2d6 points of cold damage. granting him partial concealment against attacks.
Wolf’s Rage (Su): The varsärk embodies the spirit Direwolf Rage (Su): At 5th level, the varsärk accesses
of the wolf so fully that it manifests in the primal rage a more primal form of the bestial fury on which he relies.
he feels in combat. Whenever the varsärk rages he can Whenever he uses his wolf’s rage class feature, he may
choose to enter a wolf’s rage instead. While in a wolf’s instead choose to transform into a direwolf, as the spell
rage, the varsärk takes on the form of a wolf as the beast shape II, for the duration of his rage.
spell Beast Shape I, although his shape is limited to that Tireless Hunter (Ex): At 7th level, the varsärk’s
of a medium wolf. He gains all of the normal benefits endurance is insurmountable and he becomes immune
of the spell in addition to his rage class feature. This to Fatigue and Exhaustion.
transformation is a free action that does not provoke Winter Wolf Rage (Su): The ultimate form of
attacks of opportunity and is taken as part of the normal the varsärk embodies the wrath of his patron itself.
action for starting a rage, and ends when the varsärk Whenever the varsärk uses his wolf’s rage class feature,
chooses to end his rage. he can choose to assume the form of a winter wolf, as the
Spellcasting (Sp): At the indicated levels, a varsärk spell beast shape IV, for the duration of his rage.
gains new spells per day as if he had also gained a level
in the bloodrager or skald class, if he already possesses
bloodrager or skald class levels. He does not, however,
gain other benefits a character of that class would have
gained, except for additional spells per day, spells known,
and an increased effective level of spellcasting. If the
varsärk has levels in both bloodrager and skald, he must
choose which class gains the benefit of this class feature,
once chosen, this cannot be changed.
Endure Elements (Sp): At 2nd level, the varsärk
has become inured to the extremes of climate and his
natural hardiness allows him to survive in the worst
environments. He gains endure elements as a constant
spell like ability, save that it only affects him.
Rage Power (Ex or Su): At 3rd, 6th and 9th level, the
rage of the great wolves Skoll and Hati empower their
champion. The varsärk learns a new rage power. He
treats his varsärk levels as barbarian levels for purposes

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Additional Options
Presented in this section are new traits, feats, and Benefit: When you hit with your bite attack, the target
spells for use in your games. Each section is based on must make a Fortitude save (DC 10 + ½ your HD + Con
providing additional options for werewolf characters or modifier) or become fatigued after the end of its next
werewolf-themed games. turn (if the target is already fatigued this has no effect).
This is a disease effect.
Traits
Superior Rabid Bite (Combat)
Blood Quickening (Race): You gain a +1 trait bonus Prerequisite: Bite Attack, Rabid Bite, BAB +6
on Survival checks, and Survival is a class skill for you. Benefit: The disease latent in your bite has advanced,
In addition, at night, you can automatically determine if causing a violent lashing out in addition to exhausting
living creatures that you can smell within 15 feet of you your foe. Now, when you hit with your bite attack, the
that you are below their maximum hit points. This does target must make a Fortitude save (DC 10 + ½ your
not allow you to pinpoint such creatures (though you can HD + Con modifier) or spend its next turn attacking
identify which is which if you can otherwise perceive the nearest creature. If there are multiple creatures
them). When under the light of a full moon, you also gain the same distance from it, then the target is chosen at
the supernatural ability to automatically determine the random from among the closest targets. Regardless of if
state of each creature you can smell within 15 feet of you, the save is made or not, the target is fatigued after the
as if by the ​deathwatch​spell. end of its next turn (if the target is already fatigued this
has no effect). This replaces the effects of Rabid Bite.

Feats Style Shift


Prerequisites: One Style feat, one Shifting feat
Dogpile (Combat) Benefits: Whenever you adopt a Style, you may
Prerequisites: Dirty Fighting. activate your Shift in the same action.
Benefit: Whenever you make a melee attack against Special: If you possess the Fuse Styles feat, you may
a prone target, you can forego the normal +4 on your also adopt a martial stance with the same action.
attack roll. If you do and hit, they become sickened for
1 round. Multiple hits stack, increasing the duration of Terror of the Hunt (Psionic)
the sicken. When you howl, the terror seeps into foes far and wide.
Prerequisites: Pack Howl, hunting pack class feature.
Feral Vitality Benefit: When you use your Pack Howl feat, all
Prerequisite: Shapechanger subtype, Toughness creatures within one mile of you and your beasts who
Benefit: You gain fast healing 2. are not within the range of the Pack Howl itself must
succeed at a Will save (DC 10 + 1/2 your character level
Pack Howl (Psionic) + your Charisma modifier) or become shaken for one
Letting loose a blood curdling howl, you and your minute. This feat cannot create a stronger fear effect
beasts see their enemies driven in fear before them. than shaken. A creature gains a +1 bonus on their save
Prerequisites: Hunting pack class feature. for every 500 feet between them and the nearest source
Benefit: You can expend your psionic focus as a of your Pack Howl.
standard action to let loose a psionically-empowered Special: If you have a collective, you may choose for
howl. When you do, all creatures within 60 feet of you specific members of your collective to not be affected by
or one of your beasts must succeed at a Will save (DC 10 this feat.
+ 1/2 your character level + your Charisma modifier) or
become frightened for one round, then shaken for one
minute after that. This feat cannot be used to increase
Shifting Feats
Shifting feats are a type of feat is most dominantly
existing fear effects. This is a mind-affecting fear effect.
found among shapeshifters, though it isn’t unheard
Special: If you have a collective, you may choose for
of for them to crop up randomly. A creature with the
specific members of your collective to not be affected by
Shapechanger Subtype may add Shifting feats to any
this feat.
list of bonus feats offered by their class (such as Fighter
bonus feats, Bloodline feats, or Ranger Combat Styles),
Rabid Bite (Combat) however they must still meet the prerequisites of the
Prerequisite: Bite Attack
Shifting Feat.

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When you first take a Shifting feat, you gain the ability if you reduce the duration to 2 rounds you gain a sting
to shift. When you shift, you gain the benefit of any attack, which functions as a primary natural attack
number of Shifting feats you possess, chosen at the time dealing 1d4 damage for a Medium creature. The stinger
of shifting. The duration of the shift is based upon the contains a poison that deals 1d2 points of Strength
shifts you take, using the lowest duration from among damage once per round for 6 rounds. The Fortitude Save
your chosen options. When you take your first Shifting DC is 10 + 1/2 your character level + your Constitution
feat, you gain a number of shifts each day equal to half modifier +1 per Shifting feat you possess. This shift lasts
your character level + your Con modifier (minimum 1). for 2 rounds.
Shifting is a swift action. When you activate a shift, Special: At 3 Shifting feats, your tail grows more
you choose which duration for the feat you will use. powerful, functioning as a third arm in many ways. You
When a shift ends, you may spend another shift as a free can use your tail to grab unattended items within 5 feet
action to continue the shift. Additionally, whenever you as a swift action as well as to grab stowed objects carried
are subject to a polymorph or other shapechanging effect, on your person; you can hold such objects with your tail,
you may choose to spend a shift as a free action to shift though you cannot manipulate or wield them with your
in addition to the effect. You may spend a move action to tail (other than to put them in your hand). When making
end your current shift. If a shifting feat would grant you a 2 round shift, you may use your sting attack against
a natural attack or other ability that you already possess enemies 5 feet further away. You may still use it to attack
(such as flight or a swim speed) these effects do not stack, adjacent enemies. Additionally, your poison now deals
instead you use the better of the two effects. 2d2 Str damage per round.
At 5 Shifting feats, your tail acts as third “hand” that
Abomination Shift (Shifting) you can use for anything a normal hand could be used
Benefit: You gain a 5% chance per Shifting feat to for. This does not give you any extra attacks or actions
ignore sneak attacks and critical hits. This shift lasts for per round, though it can wield weapons and make
10 minutes. However, if you reduce the duration to 2 attacks as part of your attack routines just like a normal
rounds, you also gain a +1 bonus to CMB and CMD for hand (you merely cannot attack with a third weapon).
each Shifting feat you possess. The “hand” can manipulate or hold items just as well as
Special: At 3 Shifting feats, your chance to ignore your normal hands (for example, allowing you to use one
sneak attacks and critical hits increases to 10% per hand to wield a weapon, another hand to hold a potion,
Shifting feat. When making a 2 round shift, you gain a and the third hand to hold a shield). When making a 2
bonus equal to the number of Shifting feats you possess round shift, when you hit an opponent with your sting,
on saves against mind-affecting abilities. you may attempt a reposition combat maneuver as a free
At 5 Shifting feats, you gain All Around Vision. When action without provoking an attack of opportunity, but
making a 2-round shift, you gain a bonus equal to the you must reposition the target closer to you than where
number of Shifting feats you possess on saving throws they were when you started the reposition maneuver.
against disease, poison, and effects that cause either Additionally, your poison now deals 3d2 Str damage.
exhaustion or fatigue.
Extra Shifting (Shifting)
Beasthide Shift (Shifting) Prerequisite: 1 or more Shifting feats
Benefit: You gain a +1 bonus to natural armor for each Benefit: You may shift an additional time per day for
[Shifting] feat you possess. This shift lasts for 2 rounds. each Shifting feat you possess.
Special: At 3 Shifting feats, half of your Natural Armor Special: You do not need to have a Shift active to
bonus applies to your Touch AC (rounded down). benefit from this feat
At 5 Shifting feats, you add your full Natural Armor
bonus to your Touch AC Identity Shift (Shifting)
Benefit: You gain a +2 bonus on Disguise checks for
Chameleon Shift (Shifting) each Shifting feat you possess, and can make a Disguise
Benefit: You gain a +1 bonus on Stealth checks for check as part of your shift. This shift lasts for 1 hour
each Shifting Feat you possess. This shift lasts for 1 hour. Special: At 3 Shifting feats, you are able to take on
Special: At 3 Shifting feats, you no longer take a -5 muscle memory of the target. When disguising yourself
penalty for attempting to move more than half your as a specific person, observers do not get an automatic
normal speed while hiding. check or a bonus to identify you based on familiarity.
At 5 Shifting feats, you may attempt a Stealth check to At 5 Shifting feats, you can take on whole new identities,
hide even when observed. to the point of becoming an entirely different person.
When you shift, you may choose to adopt your second
Deathsting Shift (Shifting) identity, which is consistent regardless of the specific
Benefit: You grow a tail , aiding in your balance. You form taken. Knowledge checks about the second identity
gain a +2 bonus on Acrobatics checks for each Shifting do not reveal information about the original identity.
feat you possess. This shift lasts for 1 hour. However, Any attempts to scry or otherwise locate the character

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Lords of the Wild
work only if the character is currently in the identity the roll one time to see if you actually hit.
creature is attempting to locate. Otherwise, the spell or An invisible attacker gets no advantages related
effect has no effect, revealing nothing but darkness, as if to hitting you in melee. That is, you don’t lose your
the target were invalid or did not exist. Dexterity bonus to Armor Class, and the attacker doesn’t
get the usual +2 bonus for being invisible. The invisible
Longstride Shift (Shifting) attacker’s bonuses do still apply for ranged attacks,
Benefit: You gain a +5ft bonus to your base land speed however.
for each Shifting feat you possess. This shift lasts for 1 You take only half the usual penalty to speed for being
hour. unable to see. Darkness and poor visibility in general
Special: At 3 Shifting feats, you may ignore difficult reduces your speed to three-quarters normal, instead of
terrain when moving or charging. one-half.
At 5 Shifting feats, you may move up to your movement Special: At 3 Shifting feats, you gain scent. When
speed once per encounter as a swift action. making a one minute shift, you gain blindsense out to 5ft
per Shifting feat you possess
Magnitude Shift (Shifting) At 5 Shifting feats, you only take half the normal
Prerequisite: 2 or more Shifting feats. penalty to Perception checks from distance. When
Benefit: You shrink 1 size category, as per reduce making a one minute shift, you gain uncanny dodge.
person, except that it affects you regardless of your
creature type and does not affect your ability scores. Strongclaw Shift (Shifting)
This shift lasts for 10 minutes. However, if you reduce Benefit: You gain a +2 bonus on Climb checks for
the shift duration to 1 minute, you may instead grow 1 each Shifting feat you possess. This shift lasts for 1 hour.
size category, as per enlarge person, except that it affects However, if you reduce the shift duration to 2 rounds,
you regardless of your creature type and does not affect you also gain two claw attacks, which function as
your ability scores. Both size changes do not stack with primary natural weapons dealing 1d4 damage each for
other size changing effects. Medium creatures, +1 damage for every 2 Shifting feats
Special: At 4 Shifting feats, you may shrink 2 size you possess.
categories.This shift lasts for 1 hour and does not affect Special: At 3 Shifting feats, you gain a climb speed
your ability scores. equal to your base land speed. When making a 2 round
At 5 Shifting feats, you may grow
2 size categories. This shift lasts for
2 rounds and does not affect your
ability scores.

Rapid Shifting (Shifting)


Prerequisite: 1 or more Shifting
feats
Benefit: You may always shift as
a free action on your turn.
Special: At 3 Shifting feats, you
may shift as an immediate action.
At 5 Shifting feats, you can shift
as a free action, even when it isn’t
your turn. You may still not shift if
you are flat-footed.
This feat modifies the actions
required to shift, and is active even
when you are not shifted.

Sensory Shift (Shifting)


Benefit: You gain a +1 bonus on
Perception checks for each Shifting
feat you possess. This shift lasts for
1 hour. However, if you reduce the
duration to one minute, you also
gain the following benefits
In melee, every time you miss
because of concealment, you can
reroll your miss chance percentile

23
Lords of the Wild
shift, your claws overcome all magic or material based save. If the second save fails, the subject attacks nearest
DR or Regeneration. creature (for this purpose, a familiar counts as part of
At 5 Shifting feats, you gain a burrow speed equal to the subject’s self) for the duration of the spell.
your base land speed. When making a 2 round shift, You
gain the rend special ability with your claws. Once per
round, when you hit a creature with two of your claws,
Curse of the Beast, Greater
you deal additional damage as if you had hit again with School Transmutation; Level Cleric/oracle 7, druid 7,
one of your claws, plus 1-1/2 your Strength bonus (if any). inquisitor 6, shaman 7, witch 7
Casting Time 1 hour
Swiftwing Shift (Shifting) Components V, S
Benefit: You grow a pair of small vestigial wings that Range touch
grant a +2 bonus on Fly checks for each Shifting feat you Target one humanoid or outsider with the native
possess. This shift lasts for 1 hour. subtype
Special: At 3 Shifting feats, your wings become strong Duration permanent
enough to carry your weight and you gain a fly speed Saving Throw None; Spell Resistance no
equal to half of your base land speed (rounded down) This spell curses the victim for the rest of their days to
with poor maneuverability become a ravening monster by the light of the full moon.
At 5 Shifting feats, your wings become even stronger Each night when the full moon rises, the victim of this
and you gain a fly speed equal to your base land speed curse is affected by curse of the beast, except that they
with Average maneuverability. automatically fail the fortitude save and take a -5 penalty
on the will save to not attack the nearest creature. This
Wavelord Shift (Shifting) effect lasts until dawn.
Benefit: You gain a +2 bonus on Swim checks for
each Shifting feat you possess. This shift lasts for 1 hour. Detect Shapeshifter
However, if you reduce the shift duration to 2 rounds,
you also gain a bite attack, which functions as a primary School Divination; Level Cleric/oracle 1, druid 1,
natural weapon dealing 1d6 damage for a Medium inquisitor 1, medium 1, occultist 1, psychic 1, ranger 1,
creature. shaman 1, witch 1, wizard/sorcerer 1
Special: At 3 Shifting feats, you gain a swim speed Casting Time 1 standard action
equal to your base land speed, and you can hold your Components V, S
breath underwater for 10 times as long as normal. Range 60 ft.
Additionally, your bite overcomes all Magic or material Area cone-shaped emanation
based DR or Regeneration Duration concentration, up to 1 minute/level (D)
At 5 Shifting feats, you gain the aquatic and amphibious Saving Throw None; Spell Resistance no
subtypes while using this shift. When making a 2 round You can detect the aura that surrounds shapeshifting
shift, you gain the Trip ability with your bite attack. If creatures. The amount of information revealed depends
you already possessed the Trip ability, you gain an on how long you study a particular area.
additional +2 bonus to your trip attempts. 1st Round: Presence or absence of shapechanger auras.
2nd Round: Number of shapechanger auras in the area
and the strength of the strongest shapechanger aura

Spells present.
3rd Round: The strength and location of each
shapechanger aura. If an aura is outside your line of
sight, then you discern its direction but not its exact
Curse of the Beast location.
School Transmutation; Level Cleric/oracle 3, druid 3, Aura Strength: The strength of an shapechanger aura
inquisitor 3, shaman 3, witch 3 is determined by the HD of the shapechanger creature,
Casting Time 1 standard action as given on the table below.
Components V, S
Range close (25 ft. + 5 ft./2 levels)
HD Strength
Target one humanoid or outsider with the native
subtype 1 or lower Faint
Duration 1 round/level 2-4 Moderate
Saving Throw: Fortitude negates, Will partial, see text;
Spell Resistance: Yes 5-10 Strong
The target acquires the werewolf template and is 11 or higher Overwhelming
forced into hybrid form for the duration of the spell
If the spell succeeds, the subject must also make a Will

24
Lords of the Wild
Lunar Vitality
School Transmutation ; Level Cleric/oracle 1, druid 1,
inquisitor 1, ranger 1, shaman 1, witch 1
Casting Time 1 round
Components V, S
Range touch
Target creature touched
Duration 1 minute
Saving Throw Will negates (harmless); Spell Resistance
yes (harmless)
Calling upon the strength of your connection with the
moon, you infuse your target with Fast Healing 1.

25
Lords of the Wild
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Lords of the Wild

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