Wulver

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Wild Instincts I (3 skill points) Getting in touch with your animal side through lone hunts in the wild, free of the trappings of civilization, heightens your senses and instincts. You gain a +1 bonus on Perception, Sense Motive and Survival checks.

Animal Agility (6 skill points) Prerequisite: Wild Instincts I. While shifting, you gain a +1 dodge bonus to AC and a +1 bonus to Reflex saves. Your shifting duration increases by 1 round.

Animal Reflexes (4 skill points) Prerequisite: Wild Instincts I. You gain a +2 bonus on Initiative checks and a +1 to Reflex saves, as long as you have all your senses unimpaired (including smell).

ERRATARip Arteries (5 skill points) Prerequisite: Wild Instincts I, Melee Combat 1 rank. Whenever you successfully use your Bite attack on living enemies with a circulatory system, you can rip their blood vessels open, and they take 1d4 bleeding damage every round thereafter. When you perform this attack, you go down 5 points on the initiative count.

Animal Stride (5 skill points) Prerequisite: Wild Instincts I. While shifting, you gain a +10ft bonus to your land speed and a +2 bonus on Acrobatics to jump, as long as you move about on all fours (which means you must have both your hands free). Your shifting duration increases by 1 round.

Wulver Multiattack (6 skill points) Prerequisite: Melee Combat 6 ranks You can attack with your natural weapons as secondary weapons with only a -2 penalty to attack (as opposed to -5).

Battle Howl (5 skill points) Prerequisite: Wild Instincts I You can howl as a standard action, lending you a +2 morale bonus on attacks, saves and skill checks, until you are hit for the first time.

Feral Snarl (3 skill points) Prerequisite: Intimidate 2 ranks You gain a +3 bonus to Intimidate checks.

Beast Roar (3 skill points) Prerequisite: Intimidating Strike, Feral Snarl, Intimidate 5 ranks You can take a standard action to roar menacingly: you can demoralize all enemies within 10ft by making an Intimidate check. If you succeed, they are shaken for 1 round.

Beasthide (6 skill points) Prerequisite: Con 11, Wild Instincts I, Base Fort save +1 While shifting, you gain a +2 bonus to natural armor.

Greater Beasthide (6 skill points) Prerequisite: Con 13, Wild Instincts II, Base Fort save +3 While shifting, your bonus to natural armor is now +4. Your shifting duration increases by 1 round.

Wallwalker (5 skill points) Prerequisite: Str11, Wild Instincts I, Climb 6 ranks While shifting, you gain a climb speed of 20ft.

Wallwalker Expert (4 skill points) Prerequisite: Wild Instincts I, Climb 8 ranks While shifting, your climb speed is 30ft, and you gain a +4 bonus to Climb checks to avoid falling after taking damage. Your shifting duration increases by 1 round.

Reactive Shifting (4 skill points) Prerequisite: Wild Instincts I, Initiative +6 You can shift as an immediate action, allowing to shift even when it’s not your turn.

Great Rend (6 skill points) Prerequisite: Wild Instincts I, Rip Arteries, Melee Combat 5 ranks If you hit with both your claw attacks, you can rip your target apart as a swift action, dealing an extra 1d4+Str mod damage. If you do, you go down 10 points in the initiative count.


Pounce (6 skill points) Prerequisite: Melee Combat 5 ranks, Acrobatics 8 ranks You can make a full attack with your natural weapons at the end of a charge (instead of a single attack) if you succeed on an Acrobatics jump check DC15, otherwise you can only make one attack as normal. However, if you fail at the check by more than 5, you fall prone and your charge ends.


--Nuno 06:23, 2 August 2011 (BST)