WEREWOLVES
WEREWOLVES
D20
D20
RACES
RACES
Level
Hit
Dice
Base Attack Bonus
1st
2nd
3rd
4th
1d8
1d8
2d8
2d8
+1
+1
+2
+2
Fort Save
Ref Save
Will Save
+0
+2
+2
+2
+2
+0
+3
+3
+0
+0
+3
+3
Skill Points
(2+INT mod) x 4
2+INT mod
Special
Feat, +1 natural armor, 2x Claws 1d4
+2 STR, +2 CON, Bite 1d4
+2 WIS, +2 natural armor, 2x Claws 1d6
+2 DEX, +2 CON. Bite 1d6
Racial Traits
Starting Ability Score Adjustments: +2 DEX, +2 WIS
   Werewolves are fast and stealthy like their animal kin, and they are innately intuitive.
Medium Size: A werewolf character has no special bonuses or penalties due to his ssize
Base Speed: A werewolf's base land speed is 40 ft.
Monstrous Humanoid: A werewolf has Darkvision out to 60 feet
Automatic Languages: Common, Beastman
Bonus Languages: Elf, Giant, Goblin, Sylvan, and Undercommon.
Favored Class: Ranger
Class Skills: Hide (DEX), Listen (WIS), Move Silently (DEX), Spot (WIS), and Survival (WIS)
Class Features
Weapon and Armor Proficiency: Werewolves are proficient with simple weapons,
but not with armor or shields.
Feats: A werewolf receives one feat at 1st level. After 4th level he gains feats
according to his Hit Dice (1 feat for every 3 Hit Dice).
Natural Armor: A werewolf's natural armor bonus improves to +2 at 3rd level.
Natural Attacks: A werewolf character has 2 claw attacks and (eventually) a bite
attack that deal the listed amount of damage. Natural weapons can be used in
conjunction with manufactured weapons albeit at a -5 penalty (-2 with the
multiattack feat). Multiple attacks gained by virtue of natural attacks can only be
used with the full attack action.