Wolverine (3.5e Prestige Class)

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Author: The-Marksman (talk)
Date Created: March 2019
Status: Complete
Editing: Clarity edits only please
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Becoming a Wolverine

Entry Requirements
Base Attack Bonus: 4
Features: Rage 1/day
Feats: Exotic Weapon Proficiency (Implanted Claws), Endurance
Special: Must spend 3,350 gold on a special set of adamantine claws and have them surgically implanted into his forearms.

Table: Wolverine

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Retractable Claws, Fast Healing 1, Enhanced Senses, Rage +1/day
2nd +2 +3 +3 +0 Tireless, Darkvision 120 ft, Fast Healing 2
3rd +3 +3 +3 +1 Scent, Rage +2/day, Fast Healing 3
4th +4 +4 +4 +1 Supreme Health, Perfect Pitch, Fast Healing 4
5th +5 +4 +4 +1 Supreme Body, Greater Rage +3/day, Fast Healing 5
6th +6 +5 +5 +2 Regeneration 6, Blindsense
7th +7 +5 +5 +2 Long Live the King, Rage +4/day, Regeneration 7
8th +8 +6 +6 +2 Blindsight, Regeneration 8
9th +9 +6 +6 +3 Timeless Body, Rage +5/day, Regeneration 9
10th +10 +7 +7 +3 Diehard, Mighty Rage, Regeneration 10

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Class Features

All of the following are class features of the Wolverine.

Weapon and Armor Proficiency: Wolverines are proficient with all simple weapons, with light armor and medium armor, but not with any Shields.

Retractable Claws: Each Wolverine has a special set of adamantine claws fashioned. Each such set of claws is the length of the users forearm from elbow to wrist (usually 7-9 inches), give or take half an inch tall and are connected at the back end by a thin adamantine bar to keep them together. These retractable adamantine claws that the Wolverine has implanted in his forearms are the hallmark of a Wolverine. These razor-sharp adamantine claws are housed in his forearms and then at will as a free action he can tighten his muscles in his forearms in a specific way to trigger a spring mechanism which launches the claws forward to come out of his hands from the front of each knuckle causing 2 points of damage to the Wolverine each time he does this.

These claws are a masterwork weapon as a pair, and as such can be enchanted like any other weapon, except that both sets of claws are enchanted as a single weapon. A Wolverine may also use the claws for the purposes of taking and using two-weapon fighting feats, and when doing so, the Wolverine may add his entire strength bonus to all offhand attacks. A Wolverine also gains a +4 bonus on rolls to confirm critical hits with his claws.

Starting at first level, a Wolverine gains Weapon Focus (Retractable Claws) as a bonus feat and a Wolverine counts as a fighter of his character level for the purposes of taking any weapon related feats with his Retractable Claws. In addition, a Wolverine also gains the Improved Sunder feat as a bonus feat at first level, even if he doesn't meet the prerequisites. If the Wolverine already has either of these feats, he may instead choose any other feat for which he qualifies.


Name Market
Value
Small
Damage
Medium
Damage
Large
Damage
Critical Weight
Dmg Type Hardness Hit Points
Adamantine Claws 3,000 gp 1d6 1d8 1d10 18-20 X 3 6 lbs Any* 20 40 (each hand)
*The claws can be used to do slashing damage with the sharpened bottoms of the claws, piercing with the front points of the claws, or bludgeoning with the broad blunt tops of the claws (like backhanding).


Fast Healing (Ex): A Wolverine regains hit points at an exceptionally fast rate, starting at 1 hit points per round at first level, which they call a "Healing Factor". A Healing Factor is just like natural healing. At the beginning of each of the Wolverine's turns, he heals the amount of hit points shown on the table above. A Wolverine that has taken both nonlethal and lethal damage heals the nonlethal damage first. This Healing Factor does not restore hit points lost from starvation, thirst or suffocation, and it does not allow him to regrow lost body parts and it does not allow lost body parts to be reattached. The Healing Factor does not increase the number of hit points regained when the Wolverine polymorphs.

Enhanced Senses (Ex): A Wolverine's Healing Factor immediately starts improving the biological functions of his body. Starting at first level a Wolverine's senses become very enhanced granting him enhanced sight, hearing, smell, taste and touch. This grants the Wolverine a bonus equal to his class level on all balance, listen, search and spot checks. In addition, he is aware all times of subtle changes in the air like temperature and wind direction and can always discern north at will, even underground. A Wolverine can also taste when any food he's eating is poisoned. For some poisons (based on composition at DM's discretion) he may even be able to smell poisons in food before eating them. A Wolverine also gains the Alertness feat as a bonus feat even if he doesn't meet the prerequisites. If the Wolverine already has this feat, he may instead choose any other feat for which he qualifies.

Rage (Ex): A Wolverine can fly into a rage an additional time per day. In a rage, a Wolverine still gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. A fit of rage still lasts for a number of rounds equal to 3 + his (newly improved) Constitution modifier. A Wolverine may still prematurely end his rage. At the end of the rage, the Wolverine loses the rage modifiers and restrictions, however he does not become fatigued thanks to his tireless ability starting at 2nd level.

A Wolverine can still only fly into a rage once per encounter. At every other level of Wolverine, he can use Rage one additional time per day. Entering a rage takes no time itself, but a Wolverine can do it only during his action, not in response to someone else’s action.

Tireless (Ex): At 2nd level and higher, a Wolverine reduces the effects of exhaustion and fatigue by one step. He cannot become exhausted. If he is exposed to an effect or condition that would normally make him exhausted (such as the spell waves of exhaustion). he becomes fatigued instead. If an effect or condition (such as the end of a Barbarian's rage) would normally make you fatigued, that effect is negated completely. As such a Wolverine no longer becomes fatigued at the end of his rage.

Darkvision (Ex): Starting a 2nd level, a Wolverine's sight improves, and he gains Darkvision allowing him to see in complete darkness within 120 feet as if it were bright light. This allows the Wolverine to see with no light source at all. His Darkvision is black and white and shades of gray only (colors cannot be discerned). It does not allow him to see anything that he could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, Darkvision subjects the Wolverine to gaze attacks normally. The presence of light does not spoil Darkvision.

Scent (Ex): A Wolverine's sense of smell improves and allows him to detect approaching enemies, sniff out hidden foes, and track by sense of smell. A Wolverine gains the scent ability and can detect all opponents within 30 feet by sense of smell. He can identify familiar odors just as Humans do familiar sights including identifying some, they know by smell nearby without even seeing them or if they are in disguise.

If the opponent 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 the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When he detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The Wolverine can take a move action to note the direction of the scent. Whenever a Wolverine comes within 5 feet of the source, he can pinpoint the source’s location.

A Wolverine with the Track feat can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. A Wolverine tracking by scent ignores the effects of surface conditions and poor visibility. Water, particularly running water, ruins a trail for the Wolverine. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

Supreme Health (Ex): At 3rd level, a Wolverine gains immunity to all diseases, including supernatural and magical diseases. A Wolverine is fully aware when his body is fighting off a disease.

Perfect Pitch (Ex): A Wolverine's senses have gotten so good that he has Perfect Pitch and he can make one Spot check and one Listen check each round as a free action that does not provoke an attack of opportunity. Anytime a Wolverine makes a DC 25 Listen check, he can pinpoint the location of all foes within 30 feet, by sound as long as he has line of effect to them this includes invisible opponents as well. This benefit does not eliminate the normal miss chance for fighting foes with concealment, but it does ensure that he can target the correct square with his attacks. If he is deafened or within an area of silence, he can't use this ability. If an invisible or hidden opponent is attempting to move silently the Wolverine's Listen check is opposed by the opponents Move Silently check and the Wolverine gets a +5 bonus on the opposed check.

In addition:

  • If he beats the DC of any Listen check by 5 or more he can determine the size, speed and direction of the source of the noise.
  • If he beats the DC of any Listen check by 10 or more he can determine the precise position of the creature or object that caused the noise.
  • If he beats the DC of any Listen check by 15 or more he can determine the type of armor the creature wears and what it carries, if anything.
  • If he beats the DC of any Listen check by 20 or more he can determine the creature's type and subtypes.

The information learned is cumulative. For example if he gets a Listen check result of 35 against a DC 23 Listen check he gains the information for beating the check by 10 and 5. These benefits apply to both standard and opposed Listen checks.

Supreme Body (Su): At 5th level, a Wolverine's healing factor improves and heals so quickly that he gains immunity to poisons of all kinds, regardless of delivery method or type of effect it's supposed to have on him. A Wolverine is fully aware when his body is fighting off a poison.

Greater Rage (Ex): At 5th level, a Wolverine’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.

Regeneration (Ex): With this extraordinary ability A Wolverine is very difficult to kill. Any damage dealt to the Wolverine is treated as nonlethal damage. A Wolverine automatically heals nonlethal damage at a fixed rate per round, given in the table above. This ability overwrites and replaces the Wolverine's Fast Healing. Fire and acid, deal lethal damage to the Wolverine, which only heals at the standard rates. If a Wolverine is rendered unconscious through nonlethal damage, he can be killed with a coup de grace. The attack cannot be of a type that automatically converts to nonlethal damage. An attack that can cause instant death only threatens a Wolverine with death if it is delivered by weapons that deal him lethal damage.

Attack forms that don’t deal hit point damage ignore a Wolverine's regeneration. His regeneration also does not restore hit points lost from starvation, thirst, or suffocation. A Wolverine can regrow lost portions of his body and can reattach severed limbs or body parts. Severed parts that are not reattached wither and die normally.

Blindsense (Ex): Using nonvisual senses, (sensitivity to vibrations, keen smell and acute hearing) a Wolverine notices things it cannot see. A Wolverine does not need to make Spot or Listen checks to pinpoint the location of a creature within 60 feet, provided that it has line of effect to that creature. Any opponent the Wolverine cannot see still has total concealment (50% miss chance) against the Wolverine, and a Wolverine still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a Wolverine with blindsense, as a Wolverine is still denied his Dexterity bonus to Armor Class against attacks from creatures he cannot see.

Long Live the King (Ex): The process of aging over time is created by the fact that when cells in the body divide, they make imperfect copies of themselves which leads to cell degradation. A Wolverine's healing factor causes the cells to divide much more accurately and truly causing the Wolverine to live significantly longer than other members of his race. Starting at 9th level the age at which a Wolverine reaches the aging categories is increased dramatically. The aging categories are increased a specific amount based on if the maximum age modifier for age is a d% or not. Races that do not roll a d% for maximum age modifier reach Middle aged at 3X the normal age for their race. They reach old at 4X the normal age for their race, and reach venerable at 5X the normal age for their race. Then when they roll for maximum age for death they get the maximum dice roll X6. So for example, a Human normally reaches middle aged at 35, but a Human Wolverine would reach middle aged 3X higher than that, so a Wolverine reaches middle age at 105 years old. A normal human reaches old age at 53 years old so a Human Wolverine reaches middle age at 212 years old. A normal Human reaches venerable age at 70, but a Human Wolverine would reach venerable at 5X higher than that, so a Human Wolverine reaches old age at 350 years old. A Human Wolverine would then add 6 X the maximum bonus for his race which humans roll 2d20 which is a maximum of 40 years, but X6 is 240 extra years maximum on top of the 350, meaning that the average Human Wolverine lives for no more than 490 years before dying of old age. If a Wolverine has already passed an aging category such as middle age he doesn't change anything and instead reaches old at the newly appropriate indicated level.


Type of Race Middle Age Old Venerable Maximum Age
Those who roll d% Normal X2 Normal X2.5 Normal X3 Maximum normal dice + Venerable
All other races Normal X3 Normal X4 Normal X5 Maximum amount X6 + Venerable


Blindsight (Ex): This ability is similar to blindsense, but is far more discerning. Using the same nonvisual ques as before a Wolverine maneuvers and fights as well as a sighted creature even when blinded or with his eyes closed. Invisibility, darkness, and most kinds of concealment are irrelevant, though the Wolverine must have line of effect to a creature or object to discern that creature or object within 60 feet. A Wolverine does not need to make Spot or Listen checks to notice creatures within 60 feet. A Wolverine's blindsight is continuous, and he need do nothing to use it.

  • Deafening attacks do NOT thwart a Wolverine's blindsight as it does not rely solely on hearing.
  • Blindsight never allows a Wolverine to distinguish color or visual contrast. A Wolverine cannot read with blindsight.
  • Blindsight does not subject a Wolverine to gaze attacks (even though his darkvision does).
  • Blinding attacks do not penalize a Wolverine using blindsight.
  • Blindsight works underwater but not in a vacuum.
  • Blindsight negates displacement and blur effects.

Timeless Body (Ex): Upon attaining 9th level, a Wolverine's Healing Factor is repairing his body so fast that he no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the Wolverine still dies of old age when his time is up.

Diehard (Ex): At 10th level a Wolverine gains the Diehard feat as a bonus feat even if he doesn't meet the prerequisites. If the Wolverine already has this feat, he may instead choose any other feat for which he qualifies. In addition, his regeneration improves and while a Wolverine does still die at -10 hit points, he still keeps track of all hit point damage beyond -10. Unlike most creatures with regeneration, if he is left alone, he will continue to heal at the indicated rate while dead and will come back to life and regain consciousness once he is back into positive hit points, and he takes no experience penalty, ability loss or any other negative effect associated with resurrection if he comes back to life in this way. The only way to completely kill a Wolverine is by either decapitation, or by destroying his body beyond the point of repair, such as being submersed in acid or lava for an extended period, or any spell or effect that entirely destroys the body.

Mighty Rage (Ex): At 10th level, a Wolverine’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at –2.

Campaign Information

Playing a Wolverine

Religion: A Wolverine favors deities of war, conflict and strength. A good Wolverine would most commonly worship Heironeous god of valor or St Cuthbert god of retribution. A neutral Wolverine would most likely worship Kord god of strength and Fharlanghn god of travel. An evil Wolverine would most likely worship either Erythnul god of slaughter, or Nerull god of death. On rare occasion an evil Wolverine may worship Hextor god of tyranny but that's not as common.

Other Classes: A Wolverine tends to be loners, and since they are just as good of a warrior as a Barbarian or Fighter (if not better) and they feel superior to the other warriors. More often than not, they do not need the healing of Cleric or Druid. They don't usually see the benefit of being stealthy since they can resolve most problems with violence alone, so they generally do not see the usefulness of more stealthy characters like Rogues and Bards although they do respect the devastation of a Rogue's sneak attack. They don't mind the spell support that any of the various spell casters can provide them, but after they've been buffed the tend to want those people to just stay out of their way. This isn't to say that a Wolverine "can't" be a team player when he needs to be, but, he often feels he can solve most problems by himself.

Role: A Wolverine is a front-line melee combatant and is very similar to a Barbarian's role with the D12 hit dice, good base attack bonus and the ability to rage. A Wolverine is also similar in a way to a Barbarian, in that the Barbarian has damage reduction, and a Wolverine has fast healing, both allowing the Barbarian and the Wolverine to mitigate the amount of damage they take.

Wolverines in the World

I'm the best there is at what I do ... but what I do, ain't very nice...
—Logan Howler, Human Wolverine

Adventures: Wolverines adventure for a few reasons. First and foremost is a Wolverine tends to be feel like an outcast and a some go to the drifter lifestyle traveling from place to place, while others simply have a wanderlust to see what adventures lie over the next horizon. Some Wolverines love conflict and travel and adventure to find what trouble they can get into and what conflicts or fights they can find. Wolverines don't often adventure for the sake of treasure itself, but won't refuse whatever currency comes their way.

Notables: The most famous Wolverine of all is the original Wolverine a mutated Human named Logan Howler. Logan was a Barbarian who first underwent the procedure to become a Wolverine. Legend has it that Logan was born with a deformity that saw him grow a set of bone claws that came out of his hands. It all began with a dark military project of a rich kingdom of the north. A sage of the king's saw potential for Logan's Barbarian fury if Logan's claws were like actual blades. He wanted to make the claws of the strongest metal in the land so they would be nigh-unbreakable so he made them of adamantine and dubbed that Logan could be their "Weapon X". Logan agreed to help out the kingdom, but, legend says that during the operation Logan unexpectedly lost his memory and in a fit of rage killed the soldiers of the kingdom as he fled the northern kingdom with no memory of his past or of these adamantine claws that could spring from his hands. Obsessed with recreating what was lost, the sage allegedly now preforms the procedure on other willing subjects hoping one day that one of them will compare to Logan.

Organizations: While Wolverine's have no organization of their own and do not gather, Wolverine's themselves can be of great use to most any organization. Wolverine's make great soldiers because of their ability to heal, and great spies and assassins because they can take their deadly claws into many sensitive, restricted areas where weapons are normally prohibited. This allowing them to strike when least expected, and when an opponent or victim might expect them to be unarmed.

NPC Reactions: An NPC that sees a Wolverine often confuse them with Barbarians just on site alone (albeit a slightly more refined or less savage Barbarian). This impression is even more-so if they see a Wolverine fly into a fit of rage. As such an NPC that sees a Wolverine would have the reaction to a Wolverine that they might more or less normally have with a Barbarian. An NPC who sees a Wolverine unsheathe his claws is likely to react in fear just out of how bizarre and frightening the claws look.

Adaptation: You could have some kingdom (maybe even Logan's original home kingdom) have a small elite squadron of Wolverine's at its disposal. When the PC's run foul of the king he could send the squadron of Wolverine's after them.

Wolverine Lore

Characters with a lore skill or ranks in Knowledge (Local) can research Wolverines to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Local)
DC Result
10 Wolverines are savage warriors with insane natural senses. They get adamantine "claws" implanted in their forearms that they can unleash at a moment's notice, and can fly into fits of rage, making them extremely dangerous weapons in and of themselves.
15 A Wolverine heals incredibly quickly, and his heightened healing ability improves his various senses giving him the ability to be immune to fatigue, see in pitch black, hear foes exact locations over long distances and even sniff out enemies as good as any dog or wolf.
20 A Wolverine's ability to heal makes him immune to all conventional poisons and diseases and he can even regenerate lost limbs. It's even said that a Wolverine can live much, much longer than an average member of their race.
30 A Wolverine can stand and fight when other warriors would have died, and even when a Wolverine does seem to fall and die, don't turn your back because in a matter of few minutes you might find a set of claws sticking out of your chest.

Wolverines in the Game

Sample Encounter:

EL 12:


Logan Howler

CR 12

Male Human Barbarian 2, Ranger 3, Wolverine 7
CN Medium Humanoid (Human)
Init/Senses +8 (4 dex, 4 feat)/Darkvision 120 ft, Scent 30 ft and Blindsense 30 ft; Listen +24 (+5 to pinpoint invisible creature), Spot +24
Languages Common, Undercommon
AC 20, touch 16, flat-footed 20
(+6 armor (+2 chain shirt), +4 dex)
hp 126 average or 180 maxed (9d12 (64) + 3d8 (14) HD); +48 from (Con)
Immune Poisons, Diseases, Fatigue
Fort/Ref/Will +16/+14/+6
Speed 40 ft. (8 squares)
Melee Normal 1 Claw +18 1d8 +7 (+3 (str), +2 (Wpn Spc), +2 (Magic) ), 18-20 ×3 (+4 on critical hit confirmation) or
Melee Normal 2 Claws +16/+16/+13/+13/+8/+8 1d8 +7 (+3 (str), +2 (Wpn Spc), +2 (Magic) ), 18-20 ×3 (+4 on critical hit confirmation) or
Melee Enraged 1 Claw +21 1d8 +10 (+6 (str), +2 (Wpn Spc), +2 (Magic) ), 18-20 ×3 (+4 on critical hit confirmation) or
Melee Enraged 2 Claws +19/+19/+16/+16/+11/+11 1d8 +10 (+6 (str), +2 (Wpn Spc), +2 (Magic) ), 18-20 ×3 (+4 on critical hit confirmation)
Ranged Masterwork Heavy crossbow +17 1d10 / 19-20 ×2 30 ft. range
Space/Reach 5 ft./5 ft.
Base Atk/Grp +12/+15
Special Actions Improved Sunder: With the Improved Sunder feat Logan can attempt to strike and sunder any held weapon or object without provoking an attack of opportunity and with a +4 bonus on the attack. Because his claws are made of adamantine they automatically bypass a materials hardness.
Combat Gear +2 adamantine claws, Heavy crossbow, Mithral Shirt
Abilities Str 16 (+3), Dex 19 (+4), Con 18 (+4), Int 10 (+0), Wis 12 (+1), Cha 11 (+0)
SQ Rage 5/day (+6 Str/Con, +3 Will, -2 AC), Illiteracy, Fast Movement, Uncanny Dodge, Favored Enemy (Humanoid {Goblinoid}), Wild Empathy, Regeneration 7, Enhanced Senses, Tireless, Supreme Health, Perfect Pitch, Supreme Body, Long Live the King
Feats Human: Improved Initiative, 1: Power Attack, Track, 3: Exotic Weapon Proficency (Implanted Claws), Two Weapon Fighting, Endurance, Weapon Focus (Implanted Claws), Improved Sunder, Alertness, 6: Weapon Specialization (Implanted Claws), 9: Improved Two-Weapon Fighting, 12: Greater Two-Weapon Fighting
Skills Handle Animal (Cha) +6 (6r), Hide (Dex) +9 (5r), Intimidate (Cha) +5 (5r), Move Silently (Dex) +9 (5r), Listen (Wis) +24 (15r), Spot (Wis) +24 (15r), Survival (Wis) +16 (15r), Tumble (Dex) +11 (7r)
Possessions combat gear plus Boots of the Winterlands, Cloak of Resistance +2, Ring of Sustenance, Ring of Feather Falling, Bag of Holding Type I, Backpack, acid (flask), Bedroll, Belt Pouch, Caltrops ×4, Crowbar, Flask, Flint and Steel, Grappling Hook X2, Hammer, Ink Vial, Ink Pen X2, Parchment X10, Piton X10, Silk Rope 50ft, smokestick ×5, Sunrod X2, tanglefoot bag, Tent, Thunderstone, Torch X5, Trail Rations (6 days), Waterskin, Whetstone. 1838 gp
Patron Deity Fharlanghn
Scent: Logan has the Scent ability and the Track feat making it so that he can follow a fresh trail with DC 10 and ignores the effects of surface condition and poor visibility. Logan can immediately recognize the smell of someone he knows within 30 feet, even if they are in disguise, under the effect of an illusion or glamour spell or both.


Marksman's Homebrews
^The-Marksmanv
Classes Battle Juggernaut, Bewitcher, Bounty Hunter, Cat Burglar, Divine Healer, Enchantress, Footpad, Grimslayer, Half-Nymph, Half-Rylvain, Hunter, Ki Warrior, Martial Artist, Noble, Platinum Dragoon, Radiant Champion, Rylvain, Saiyan Warrior, Scout, Socialite Deluxe, Spy, Undead Slayer, Undead Stalker, Warlord, Wolverine
Races Elven Nymph, Half-Drow, Elf, Half-Giant, Half-Nymph, Half-Rylvain, Half-Saiyan, Liantia, Moogle, Namekian, Ronso, Rylvain, Saiyans, Xanthian
Character Options Ascended Super Saiyan, Ascetic Juggernaut, Awesome Blow, Enhanced Ki Pool, Full Power Super Saiyan, Saiyan Elite, Tail Defense, Ultra Super Saiyan
Equipment Cloak of Bullshit, Cloak of Greater Bullshit, Cloak of Lesser Bullshit, Dragon Balls, Excalibur, Potion of Youth
Spells & Powers Condition, Eternal Charm Monster, Eternal Charm Person, Eternal Slumber, Reraise, Restore Youth, Steal Youth, Summon Wyvern
Invocations After Image, Alternate Delivery, Beam Blast, Candy Beam, Death Beam, Destructo Disc, Dragon Fist, Energy Channel, Energy Rings, Explosive Wave, Final Explosion, Flash Step, Four Witches, Fusion Dance, Greater Ki Transmutation, Healing Spirit, Improved Intimidating Ki, Improved Ki Charging, Improved Ki Flying, Improved Ki Volley, Instant Transmission, Intimidating Ki, Kaio-ken, Ki Barrage, Ki Charging, Ki Enhancement, Ki Flying, Ki Sense, Ki Shield, Ki Sight, Ki Supression, Ki Sword, Ki Transmutation, Ki Wind, Lesser Electrical Transmutation, Lesser Fire Transmuation, Lesser Frost Transmutation, Master Ki Transmutation, Multi-Form, Neo Tri Beam, Nova Chariot, Power Ball, Scatter Shot, Solar Flare, Spirit Ball, Spirit Bomb, Super Ghost Kamikaze Attack, Tri Beam, Warp Blast
Espers Bomb, Cactuar, Cait Sith, Chocobo Esper, Cockatrice, Esper, Goblin, Kirin, Mindflayer, Shiva, Siren, Sylph, Tonberry, Unicorn
Monsters Adamantoise, Ash Viper, Behemoth, Drake, Malboro V.2, Murder of Crows, Tangle Tree
Other Aralhal, Celesdra, Golbez System, James Houlton, Levels That Spells Are Obtained, Rydel Taerun, Shenron, Spirit Beast
Sandbox 1 / Box 2 / Box 3 / Box 4 / Box 5 / Box 6 / Box 7 / Box 8 / Box 9 / Organized table of published races with statistics / Talk page



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Article BalanceHigh +
AuthorThe-Marksman +
Challenge Rating12 +
Identifier3.5e Prestige Class +
NameLogan Howler +
RaceHuman +
Rated ByFranken Kesey +
RatingRating Pending +
SizeMedium +
TitleWolverine +
TypeHumanoid (Human) +