Twilight Werewolf (D20 Modern Class)

Twilight Werewolf
This is a Character Class for Step into the Gloom - Nightwatch (3.5e Sourcebook)

This class is NOT suggested for Non-Night Watch campaigns, due to it's powerful abilities.

Often seen as one of the weakest of the Dark Others due to their lack of Magical Prowess, Werewolves are unmatched in Physical prowess in Combat. Due to their natural Hardiness, the Twilight seems less taxing upon them. Although they will never attain the Twilight Mastery that Vampires Enjoy, they can still comfortably exist in almost any level of the Twilight. And no Magician ever expects a pair of fangs in their throat.

Making a Twilight Werewolf
Werewolves are powerful warriors in their own right. But when they shift into their Wolf forms, they become even stronger and faster than any Magician using spells. While in the Twilight, they become Stealthy Assassins, much like their Vampire Brethren.

Abilities: Strength, Dexterity, Constitution, and Wisdom are important to the Werewolf. Strength makes them hit harder. Dexterity allows them to avoid attacks, Constitution allows them to take more hits and resist the pull of the Twilight. Finally, Wisdom allows them to stay in the Twilight Longer.

Alignment: Any

Wealth Bonus: +2

Action Points: 6 + 1/2 Character Level (Rounded Down) per level.

Starting Age: Simple

Class Features
All of the following are class features of the Twilight Werewolves.

Weapon and Armor Proficiency: The Twilight Werewolf is proficient with all Simple Weapons, Light Armor, medium armor and three Archaic Weapons.

 (Su): Twilight Werewolves have the ability to see into, and enter, the Twilight. See Step into the Gloom (3.5e Sourcebook)/The Night, the Day, and the Twilight

Shift: A Werewolf may use a Move Action to shift into his Wolf Form. While in this form, his weapons and armor are absorbed into his body. While in this form, he gains a +4 bonus to Strength, Dexterity, and Constitution. He can stay in his form up to 3 rounds + His new Constitution Modifier.

Natural Attacks: While in his Wolf form, the Wolf's natural attacks deal the amount indicated above + his strength modifier. He also gains an additional attack in the form of a bite attack, which deals 1d4 + 1.5 x Strength mod regardless of level. A wolf's claws grow in size and become jagged, built for tearing flesh. His teeth remain relatively the same size as a normal wolf's. In his wolf form, a Gloom Werewolf can make as many claw attacks as his BAB allows.

Human Twilight Werewolf Starting Package
Weapons:

Skill Selection: Pick a number of skills equal to 9 + Int modifier.

Feat: Twilight Resistance

Bonus Feats: Twilight Acclimation

Gear: Day Watch Uniform, Identification Papers, Tactical Vest.