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Wolf totem

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Wolf is loyal and cunning. Wolf relentlessly pursues his prey. Wolf is noble, but savage.

Wolf Totem

(Barbarian class feature)

Basics

(Level 0)

  • When you enter a trance that allows you to choose Aspects, you may choose between the following Aspects:

Wolf's Fangs

(wolf totem aspect)

Wolf's Lunge

(per-encounter standard actionprovoking attack trance)

 
 

Target:

One creature (Unarmed vs. Reflex)

Hit:

You charge the target, dealing 1d6 + [ melee damage bonus ] slashing damage. The target is grabbed and knocked prone. Until the end of your next turn, your allies gain a bonus to attack and damage vs. the target equal to your Constitution modifier.

Wolf's Howl

(wolf totem aspect)

Wolf's Howl attack

(per-encounter immediate actionattack trance)

 
 

Target:

Each enemy within 5 paces (Intimidate vs. Will)

Hit:

The creature takes 1d4 + Charisma modifier psychic damage, and suffers a -2 penalty to all defenses until the end of your next turn.

Effect:

Each surprised ally that can hear you is no longer surprised.

Wolf's Pace

(wolf totem aspect)

Wolf Pack Advance

(at-will move actionutility trance)

 
 

Effect:

You shift two squares or move your speed, and then each of your allies may shift one square as a free reaction.

Wolf's Senses

(wolf totem aspect)

Wolf Pack Advance

(at-will move actionutility trance)

 
 

Effect:

You shift two squares or move your speed, and then each of your allies may shift one square as a free reaction.

Class Trance

  • You gain the following trance:

Wolf's Stalking Trance

(daily standard actionutility stance trance)

Prerequisites:

Wolf Totem

Target:

One creature (Stealth vs. Spot)

 
 

Hit:

Until you end this stance, you and all allies within 10 paces of you gain a +5 feat bonus to all Stealth rolls vs. the target, may make Stealth rolls vs. the target whenever they have partial concealment, and do not suffer penalties to their Stealth rolls due to movement. Allies within 20 paces which are not hidden from the target gain a +2 feat bonus to speed whenever they are more than 5 paces away from the target.

Miss:

Until you end this stance, you and all allies within 10 paces of you gain a +2 feat bonus to speed whenever they are more than 5 paces away from the target.

Effect:

Until you end this stance, whenever the target ends its turn, you and each ally more than 5 paces away from the target may either shift two paces towards it or move your speed towards it as an immediate reaction.

Barbarians who follow the Wolf totem may choose to gain a wolf as their animal companion.

Wolf

(medium natural animal)

Hit Points:

14 + level.

Speed:

8.

Defenses:

  • Armor: 14 + half level.
  • Reflex: 13 + half level
  • Fortitude: 12 + half level
  • Will: 13 + half level
  • Spot: 15 + half level
  • Sense: 12 + half level

Proficiencies:

  • Unarmed: +5 + half level
  • Athletics, Endurance, Nature, Perception: +5 + half level
  • Acrobatics, Insight, Intimidate: +2 + half level

At-Will Feats:

You have the following at-will actions:
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Wolf's Bite

(unarmed attack)

Attack:

Unarmed vs. armor

(adjacent)


Hit:

1D6 + half level slashing damage.


Wolf Pack Advance

(at-will move actionutility trance)

Prerequisites:

Wolf's Senses or Wolf's Pace

Effect:

You shift two squares or move your speed, and then each of your allies may shift one square as a free reaction.

Per-Encounter Feat:

Choose one per-encounter action:

Wolf's Lunge

(per-encounter standard actionprovoking attack trance)

Prerequisites:

Wolf's Fangs

Target:

One creature (Unarmed vs. Reflex)

Hit:

You charge the target, dealing 1d6 + [ melee damage bonus ] slashing damage. The target is grabbed and knocked prone. Until the end of your next turn, your allies gain a bonus to attack and damage vs. the target equal to your Constitution modifier.


Wolf's Howl attack

(per-encounter immediate actionattack trance)

Prerequisites:

Wolf's Howl

Target:

Each enemy within 5 paces (Intimidate vs. Will)

Hit:

The creature takes 1d4 + Charisma modifier psychic damage, and suffers a -2 penalty to all defenses until the end of your next turn.

Effect:

Each surprised ally that can hear you is no longer surprised.

Druids who follow the Wolf totem may choose to wild shape into a wolf.

Wolf Shape

(medium spirit - summoned)

Ability Score Modifiers:

  • Dexterity: +1
  • Strength: +2
  • Wisdom: +2
  • Intelligence -5

Speed:

Your speed becomes 8.

Defenses:

You gain +2 natural armor, but lose all worn armor bonuses.

At-Will Feats:

You lose your normal weapon attacks, and gain the following at-will actions:

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Wolf's Bite

(unarmed attack)

Attack:

Unarmed vs. armor

(adjacent)


Hit:

1D6 + half level slashing damage.


Wolf's Battlecry

(at-will immediate actionutility trance)

Prerequisites:

Wolf Totem

Target:

Each surprised ally within 5 paces that can hear you

Effect:

The target is no longer surprised.


Wolf Pack Advance

(at-will move actionutility trance)

Prerequisites:

Wolf's Senses or Wolf's Pace

Effect:

You shift two squares or move your speed, and then each of your allies may shift one square as a free reaction.

Per-Encounter Feat:

You gain the following Rank 1 per-encounter trances while you are in Wolf Shape:

Wolf's Lunge

(per-encounter standard actionprovoking attack trance)

Prerequisites:

Wolf's Fangs

Target:

One creature (Unarmed vs. Reflex)

Hit:

You charge the target, dealing 1d6 + [ melee damage bonus ] slashing damage. The target is grabbed and knocked prone. Until the end of your next turn, your allies gain a bonus to attack and damage vs. the target equal to your Constitution modifier.


Wolf's Howl attack

(per-encounter immediate actionattack trance)

Prerequisites:

Wolf's Howl

Target:

Each enemy within 5 paces (Intimidate vs. Will)

Hit:

The creature takes 1d4 + Charisma modifier psychic damage, and suffers a -2 penalty to all defenses until the end of your next turn.

Effect:

Each surprised ally that can hear you is no longer surprised.

Shamans who follow the Wolf totem may summon a wolf spirit.

Wolf Spirit

(medium spirit - summoned)

Hit Points:

None. A summoned spirit has a damage threshold equal to its summoner's heal value; any attack which deals more damage than that threshold banishes it back to the spirit world until re-summoned, while any attack which deals less damage is ignored. When a spirit you control is banished due to damage, you take psychic damage equal to your heal value.

Speed:

8. The spirit ignores difficult and treacherous terrain.

Defenses:

  • Armor: 13 + half caster's level.
  • Reflex: 13 + half caster's level.
  • Fortitude: 12 + half caster's level.
  • Will: 13 + half caster's level.

Attacks:

You may command the spirit to perform a Wolf's Lunge or Wolf's Howl Attack as Rank 1 trances, using your Skill and ability modifiers.

Wolf's Lunge

(per-encounter standard actionprovoking attack trance)

Prerequisites:

Wolf's Fangs

Target:

One creature (Unarmed vs. Reflex)

Hit:

You charge the target, dealing 1d6 + your [ magic damage bonus ] slashing damage. The target is grabbed and knocked prone. Until the end of your next turn, your allies gain a bonus to attack and damage vs. the target equal to your Constitution modifier.


Wolf's Howl attack

(per-encounter immediate actionattack trance)

Prerequisites:

Wolf's Howl

Target:

Each enemy within 5 paces (Intimidate vs. Will)

Hit:

The creature takes 1d4 + Charisma modifier psychic damage, and suffers a -2 penalty to all defenses until the end of your next turn.

Effect:

Each surprised ally that can hear you is no longer surprised.

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