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Witchwolf (ˈwich ˈwu̇lf)

The moonlight flickers and reflects off fur sharpened like blades of grass, an inner power is drawn forth.

The witchwolf's haggish origins line their history and reputation, created from a cure gone wrong, they hold strong in modern times as capable enforcers and hermits. Their shining fur seen as an ill omen to common masses and yet they will persevere until they have stood beside the colossi that shouldered the original members of the final brigandine pact.   Physical Description: Commonly gray or white, with fur colours beyond that being absurdly rare if not impossible, their fur commonly has a slight metallic sheen only visible when under moonlight, but all witchwolves possess the power to fully bring out the quicksilver magic in their veins and take on a fully metallic look for their fur that truly sets a witchwolf apart from their lycan ancestry. For witchwolves that do somehow have a rare fur colour, their fur also gains a silvery colour the farther away from their base body it goes, this transformation gives them greater resilience and is an unintended side effect of their creation. Otherwise, witchwolves often could be considered shorter, yet bulkier creatures compared to lycans and lack a humanoid form. Their body is nigh identical to lycans in regards to physiology, bearing all the same features a lycan would, such as a wolf's head, tail, digitigrade legs, a fully furred body, claws, and a partially hunched back. The claws and fangs of a witchwolf often have have their metallic appearance at all times.

Adulthood Intuitive Self-Taught Trained
15 Years +1d4 years (16 – 19 years) +1d6 years (16 – 21 years) +2d6 years (17 – 27 years)
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4 ft. 10 in. +2d10 in. (5 ft. – 6 ft. 6 in.) 120 lbs. +(2d10×5 lbs.) (130 – 220 lbs.)
Female 4 ft. 5 in. +2d10 in. (4 ft. 7 in. – 6 ft. 1 in.) 85 lbs. +(2d8×3 lbs.) (95 – 185 lbs.)
Society: Witchwolves lack any society of their own, as they are dismissed by lycans and the covens that initially made them, though such covens have long since been stamped out as time marches on. As such, witchwolves often try to take the culture of the places they come to live in, though often remain in outskirts as hermits as their origins leave them to face discrimination. The reason for this is that they were born from lycans who were further mutated by an alchemical reagent meant to cure their lycanthropy, leaving them as permanent wolfborn creatures, the hag who attempted to perform this doing so to cure their lover. The initial experiments escaped as maddened monsters who slew everything in their path and escaped into the wilderness, terrorizing the region for years until the next generation born had greater self control and level of thought and sense of self. As the haggish magic and lycanthropic curse both waned with each generation, the hate that the older witchwolves caused did not.   Relations: While witchwolves are often disliked due to fear of ill omens and a bloody history, to the point that their silver sheen can strike fear in small towns, witchwolves do see acknowledgement in fringe areas such as the frontier and northern wastes due to their inherent desire to seek acceptance that allowed them to even see acceptance into the brigandine pact. Despite this, they still see fear in the eyes of lycanthropic haunted regions, smaller thorps, and areas controlled by hags in the shadows.   Alignment and Religion: Witchwolves have no particular religion of their own and accept the conglomerate church, but do have a notable reasonable preference for gods of travel, mercenaries, or alchemy, as well as preference specifically for naellel, chimaeron, and aelei. Witchwolves have no alignment restrictions and can be of any alignment.   Adventurers: Witchwolves don't commonly get seen in populated areas, often ending up as hermits who dwell in fringe locations throughout the world, though some uncommonly choose to become adventurers or join other organizations. Witchwolves who do join an adventuring party make great shamans and druids, while others may choose a frontline role such as a monk or brawler.

Standard Racial Traits

  • Ability Score Racial Traits: Witchwolves are sturdy and cunning warriors who more commonly listen to their instincts then their teachings. They gain +2 Constitution, +2 Wisdom, and -2 Intelligence.
  • Type: Witchwolves are monstrous humanoids with the shapechanger subtype.
  • Size: Witchwolves are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Base Speed: Witchwolves have a base speed of 30 feet.
  • Languages: Witchwolves begin play speaking Common. Witchwolves with high Intelligence scores can choose from the following: any cultural language, Aklo, Dergerian, Elven, Gnoll, Sylvan, and Undercommon. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
  • Animal-Minded: Witchwolves have a +2 racial bonus on Perception and wild empathy checks.
Defense Racial Traits
  • Witch's Sheen (Ex): Witchwolves are able to draw upon their inner alchemical origin. As a swift action, the witchwolf may give their fur and claws a metallic appearance and sheen. This transformed state lasts for one round, during which, the witchwolf's natural weapons count as cold iron and they gain a +2 racial bonus on all saving throws. A witchwolf may use this ability once per day and receive an additional use for every five levels thereafter.
Offense Racial Traits
  • Wolven Sheenfangs: Witchwolves gain a bite attack as a primary natural attack that deal 1d6 points of damage.
  • Claws: Witchwolves gain two claw attacks as natural attacks that deal 1d4 points of damage.
Sense Racial Traits
  • Darkvision: Witchwolves have darkvision and so can see perfectly in the dark up to 60 feet.
  • Low-Light Vision: Witchwolves can see twice as far as humans in conditions of dim light.
Magical Racial Traits
  • Spell-like Ability (Sp): Witchwolves with a Wisdom score of 11 or higher can use magic fang once per day as a spell-like ability. The caster level for this ability is equal to the witchwolf’s character level

Traits

Lycan Bloodlust (Witchwolf)   You are thrilled at any excuse for violence. Although you might have learned to focus or suppress this urge, it still gives you energy in a fight.   Prerequisite(s): Witchwolf.   Benefit(s): As long as you are within 10 feet of at least two allies, you gain a +1 trait bonus on Intimidate checks and attack rolls to make attack of opportunity.
Shared Sheenfangs (Witchwolf)   A portion of your ancestor’s original haggish brew still courses through your blood.   Prerequisite(s): Witchwolf.   Benefit(s): Once per day as a standard action, you can share a portion of your haggish power with a willing ally by dealing 1 point of damage to that ally with a natural weapon. The ally gains a natural bite attack equivalent to your Wolven Sheenfangs racial trait, for 2 rounds.