User:Leziad/Wolfbox

Sublime Werewolf
<-general description->.

Making a Sublime Werewolf
<-Strong points and weak points, and effectiveness with party members.->.

Abilities: <-description of most important attributes for this class->.

Races: <-description of relative likelihood of various races to join this class->.

Alignment: <-alignments allowed for this class, or write "Any"->.

Starting Gold: 1d4&times;10 gp (20 gp).

Starting Age: Simple.

Class Features
All of the following are class features of the Sublime Werewolf.

Weapon and Armor Proficiency: A sublime werewolf is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Maneuvers: At each level, you gain a new maneuver known from the Iron Heart, White Raven and Tiber Claw. You must meet a maneuver’s prerequisite to learn it. You add your full Sublime Werewolf levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. As refereed by the Sublime Werewolf table, you gain additional maneuvers readied per day.

'Stances Known: As shown by the Sublime Werewolf table, you learn a new martial stance from Iron Heart, White Raven and Tiber Claw. You must meet a stance’s prerequisite to learn it.

Transformed Maneuvers and Stances: During transformation, you have another set of readied, known maneuver and stance replacing your original list. For all intents and purpose it is completely independent from the normal list. You gain known and readied maneuvers as noted in parentheses in the sublime werewolf table. All maneuvers and stances for the transformed list must be drawn from the wild moon discipline.

A sublime werewolf gain all benefits from lower level of bloodlust points with the exception of Blood Frenzy/Bloodmoon Rage and Hazed/Mindless which replaced each others(a so a sublime werewolf with 8 bloodlust point would gain: gain a +4 bonus on critical confirmation rolls, cannot be stunned, sickened or nauseated and affected by Bloodmoon Rage and is mindless.)

 : The sublime werewolf gain low-light vision and may reroll any failed roll to spot or listen. She may grant a reroll to any spot or listen skill check as an immediate action to any allied creature within short range.

A sublime werewolf gain the benefit of one of the secret life below. You do not benefit from your secret life's abilities when transformed.

 : <-class feature game rule information, including any differences in the class feature at epic levels->

 : <-class feature game rule information, including any differences in the class feature at epic levels->

' PS undefined:''' <-class feature game rule information, including any differences in the class feature at epic levels->

' :''' <-class feature game rule information, including any differences in the class feature at epic levels->

 : <-class feature game rule information, including any differences in the class feature at epic levels->



 <-"", " ", " ", or "PS undefined" if applicable.->: <-subclass feature game rule information->.

<-Lather, rinse...->

<-... repeat as necessary.->

Ex-<-pluralized class name->
<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->



Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->. REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A..." SECTION -->

<-pluralized class name-> in the World
"<-Some quote from a character of this class->"

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL <- EL Number ->: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.