PF1 Barbarian/Rogue Hybrid Class: The Wolfshead

Last week I was looking through some old files on my computer, and found a list of Pathfinder Roleplaying Game 1st-edition hybrid classes I had thought at one time I might write up as products for Rogue Genius Games. Some where mostly written up, but not completed, while others where little more than a concept.

The most interesting of these that was also pretty far along in the design process was the wolfshead, a barbarian/rogue hybrid class. I mentioned the discover and some notes about the class on social media… and a number of people said they’d happily pay money to get their hands on a finished version of the class.

Always looking for ways to make being an RPG designer/developer/professional profitable, I decided to see if I could find a way to let people pay me to release THIS class, as a draft, on my blog. So, after some research into online-tip-jar options, as an experiment, I ran a Facebook business fundraiser. (The business category was crucial, because this isn;t like raising money for medical bills or some horrifical emergency, and I wanted to be clear about that. Plus, it means Facebook will know to report it as income I’ll pay txes on, which is as it should be.)

If the fundraiser made $300 by Dec 31st, I said, I’d post a playable first-draft version of the class at least 1,000 word on my blog for all to enjoy. I thought 50 days would be enough time to see if there was sufficient interest.

It took 4.

Obviously I will be extremely interested in seeing if this is a new mechanism for me, as a ttRPG content creator, to raise funds to make game material. But for now, let’s post the class and fulfill my first “FaceFunder” campaign.

(Art by Konstantin Gerasimov)

WOLFSHEAD

Wolfsheads are masters of the stealth and cunning common among natural predators, from big cats to sharks and, of course, wolves. A wolfshead can be equally at home in the savage wilderness and the densest urban settlement, comfortable using her instincts and ease in dangerous situations to make her way through nearly any situation.

Role: The wolfshead is an excellent scout, ranged combatant, and hit-and-run skirmisher. Wolfsheads are best when able to cull outlier foes from a primary group, or move quickly in and among a group to strike at vulnerable target. While often lightly armored, a wolfshead can depend on her bedlam to increase her AC when in the thick of fighting, or to overcome the armor check penalties of thicker medium armor to gain better protection.

Alignment: Any.

Hit Die: d10.

Parent Classes: Barbarian and rogue.

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The wolfshead’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

LevelBase Attack
Bonus
FortRefWillSpecial
1+1+0+2+0Bedlam, fast movement, finesse fighting
2+2+0+3+0Evasions, sneak attack +1d6
3+3+1+3+1Stalk, trap sense +1
4+4+1+4+1Wolfshead talent
5+5+1+4+1Sneak attack +2d6, uncanny dodge
6+6/+1+2+5+2Armored speed, trap sense +2
7+7/+2+2+5+2Sneak attack +3d6
8+8/+3+2+6+2Wolfshead talent
9+9/+4+3+6+3Swift bedlam, trap sense +3
10+10/+5+3+7+3Sneak attack +4d6
11+11/+6/+1+3+7+3Advanced wolfshead talent, greater bedlam
12+12/+7/+2+4+8+4Sneak attack +5d6, trap sense +4
13+13/+8/+3+4+8+4Wolfshead talent
14+14/+9/+4+4+9+4Hide in plain sight
15+15/+10/+5+5+9+5Sneak attack +6d6, trap sense +5
16+16/+11/+6/+1+5+10+5Wolfshead talent
17+17/+12/+7/+2+5+10+5Sneak attack +7d6
18+18/+13/+8/+3+6+11+6Trap sense + 6, wolfshead talent
19+19/+14/+9/+4+6+11+6Avoidance
20+20/+15/+10/+5+6+12+6Sneak attack +8d6

Class Features

The following are class features of the rogue.

Weapon and Armor Proficiency
Wolfheads are proficient with all simple and martial weapons, light armor, and shields (except tower shields).

Bedlam (Ex)

A wolfshead can call upon inner reserves of passion and ferocity, granting her additional combat prowess. Starting at 1st level, a wolfshead can bedlam for a number of rounds per day equal to 4 + her Charisma modifier. At each level after 1st, she can bedlam for 2 additional rounds. Temporary increases to Charisma, such as those gained from spells like eagle’s splendor, do not increase the total number of rounds that a wolfshead can bedlam per day. A wolfshead can enter bedlam as part of any standard, move, full or swift action or reaction. The total number of rounds of bedlam per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in belam, a wolfshead gains a +2 morale bonus to her Strength and Dexterity skill and ability checks, a +2 morale bonus to AC and on Will saves. In addition, she gains a number of temporary hit points equal to double her wolfshead level, though she can only gain these once per ten minutes. While in bedlam, a wolfshead cannot use spells or spell-like abilities, or take 10 or take 20 on skill or ability checks (even if she has an ability that would normally allow her to do so).

Additionally, while in bedlam a wolfshead can apply some sneak attack dice to damage dealt to targets, even if those targets are not flanked or denied their Dexterity. The maximum number of sneak attack dice the wolfshead can apply is equal to 1 + 1/3 her wolfshead class level.

A wolfhead can end her bedlam as a free action and is unfocused, still unable to take 10 or take 20, for a number of rounds equal to double the number of rounds spent in the bedlam. A wolfshead cannot enter a new bedlam while unfocused. If a wolfshead falls unconscious or is dazed or stunned, her bedlam immediately ends. A wolfshead with access to rage from another source cannot be in bedlam and rage at the same time, and cannot enter bedlam if prevented from entering rage, or enter rage when prevents from entering bedlam.

Fast Movement (Ex)

A wolfhead’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the wolfshead’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the wolfshead’s land speed.

Finesse Fighting (Ex)

At 1st level, a wolfshead selects one melee or ranged weapon with which she is proficient. Once this choice is made, it cannot be changed. She can add her Dexterity modifier to the attack and damage rolls for that weapon, in place of any other ability score that would normally be added. If it is a ranged weapon attack (other than alchemical weapons), she can add her Dexterity modifier to damage even if using a weapon that does not normally allow Strength to be added. If any effect would prevent the wolfshead from adding the normal ability modifier to the damage roll, she does not add her Dexterity modifier.

A multiclass wolfshead using this ability gets her full base attack bonus from woflshead for these attacks, but only half the base attack bonus gained from other classes unless those classes also have abilities that would allow her to add her Dexterity to attack and damage rolls (as the unchained rogue or swashbuckler might).

The wolfshead gain an additional weapon choice at 4th level, and every 4 levels thereafter.

Stalk (Ex)

Beginning at 3rd level, as a full action a wolfshead can move up to double her movement (using any movement type she has access to) while making Stealth checks, even if she lacks any cover or concealment. She does not take the -5 penalty to her Stealth check for moving more than half her speed. Any creature that has already spotted the wolfshead gains a +10 bonus to Perception checks to notice her while she stalks, but this bonus ends of the wolfshead gains cover or concealment at any point in her movement.

Trap Sense (Ex)

At 3rd level, a wolfshead gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the wolfshead reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

Wolfshead Talents

As a wolfshead gains experience, she learns a number of talents that expand her options and showcase her expertise. Starting at 4th level, a wolfshead gains one wolfshead talent. She gains an additional talent at 8th, 11th, 13th, 16th, and 18th level. A wolfshead cannot select an individual talent more than once unless it specifically states otherwise. Wolfshead sneak attack talents are marked with an asterisk, and only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

Bewildering Injury (Ex)*: The first time each round the wolfshead deals sneak attack damage to a foe while in bedlam, she can also bewilder the foe for 1 round. The target takes a –2 penalty to AC and an additional –2 penalty to AC against all attacks made by the wolfshead. At 10th level and 16th level, the penalty to AC against attacks made by the wolfshead increases by –2 (to a total maximum of –8). Any form of healing applied to the target removes this penalty.

Disorienting Injury (Ex)*: The first time each round the wolfshead deals sneak attack damage to a foe while in bedlam, she can also disorient the foe for 1 round. The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).Any form of healing applied to the target removes this penalty.

Hampering Injury (Ex)*: The first time each round the wolfshead deals sneak attack damage to a foe while in bedlam, she can also disorient the foe for 1 round. All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step. Any form of healing applied to the target removes this penalty.

Improved Uncanny Dodge (Ex): As the rogue class feature. A wolfshead must be 8th level to select this talent.

Rage Power: The wolfshead gains a rage power, using her wolfshead level as her barbarian level for all rage-power-related purposes. She must meet the power’s prerequisites. Rather than working during rage, these abilities work while the wolfshead is in bedlam. Rage powers calculations based on a barbarian’s Constitution score are instead based on the wolfshead’s Charisma score. A wolfshead can take the rage power option more than once, but cannot select the same rage power more than once unless the power specifically allows it.

Animal Fury, Auspicious Mark (UC), Autumn Rage (UW), Battle Roar (ACG), Bestial Climber (UC), Bestial leaper (UC), Bestial Swimmer (UC), Bleeding Blow (UC), Boasting Taunt (APG), Brawler (UC), Brawer, Greater (UC), Clear Mind, Crippling Blow (UC), Deadly Accuracy (UC), Disruptive (APG), Elemental Rage (APG), Elemental Rage, Lesser (APG), Energy Resistance (APG), Energy Resistance, Greater (APG), Ghost Rager (APG), Good For What Ails You (APG), Ground Breaker (APG), Guarded Life (APG), Guarded Life, Greater (APG), Guarded Stance, Hurling Charge (APG), Internal Fortitude, Intimidating Glare, Knockback, Linnorm Death Curse, Cairn (ACG), Linnorm Death Curse, Crag (ACG), Linnorm Death Curse, Fjord (ACG), Linnorm Death Curse, Ice (ACG), Linnorm Death Curse, Taiga (ACG), Linnorm Death Curse, Tam (ACG), Linnorm Death Curse, Tor (ACG), Liquid Courage (APG), Lizard Stride (UW), Low-Light Vision, Night Vision, No Escape, Powerful Blow, Primal Scent (UC), Quick Reflexes, Raging Climber, Raging Flier (APG), Raging leaper, Raging Swimmer, Reckless Abandon (APG), Reflexive Dodge (UC), Regenerative Vigor (UC), Renewed Life (UC), Renewed Vigor, Renewed Vitality, Roaring Drunk (APG), Rolling Dodge, Scent, Sharpened Accuracy (APG), Smasher (APG), Spell Sunder (APG), Spring Rage (US), Sprint (UC), Staggering Drunk (APG), Strength Surge, Summer Rage (UW), Sunder Enchantment (UC), Superstition, Surprise Accuracy, Swift foot, Terrifying Howl, Unexpected Strike, Winter Rage (UW), Witch Hunter (APG)

Rogue Talent: The wolfshead gains a rogue talent, using her wolfshead level as her rogue level for all talent-related purposes. She must meet the power’s prerequisites. Rogue talents that add effects to a rogue’s sneak attack apply to the wolfshead’s sneak attacks, and count as wolfshead sneak attck talents. The wolfshead can select from the rogue talents listed below. A wolfshead can take the rogue talent option more than once, but cannot select the same rogue talent more than once unless the talent specifically allows it.

Assault Leader (APG), Befuddling Strike (APG), Bleeding Attack, Camouflage (APG), Canny Observer (APG), Careful Stab (AG), Charmer (APG), Combat Trick, Deft Palm (UC), Distracting Attack (APG), Expert Leaper (APG), Fast Fingers (APG), Fast Getaway (APG), Fast Picks (APG), Fast Stealth (APG), Finesse Rogue, Follow Along (UI), Follow Clues (APG), Guileful Polyglot (APG), Hard to Fool (APG), Honeyed Words (APG), Iron Guts (UC), Ledge Walker, Ninja Trick (UC), Offensive Defense (APG), Peerless Maneuver (APG), Positioning Attack (APG), Quick Disable, Quick Disguise (APG), Quick Trapsmith (APG), Rogue Crawl, Rope Master (UC), Shades of Gray (UI), Slow Reaction, Snap Shot (APG), Sniper’s Eye (APG), Stand Up, Strong Impression (APG), Strong Stroke (UC), Terrain Mastery (UC), Trap Spotter, Underhanded (UC) , Wall Scramble (UC), Weapon Training.

Trapfinding (Ex): As the rogue class feature.

Uncanny Dodge (Ex)

Starting at 5th level, a wolfshead can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A wolfshead with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a wolfshead already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Armored Speed (Ex)

At 6th level, a wolfshead takes no armor check penalty from light armor or shields (expect tower shields). Additionally, if wearing medium armor with which she is proficient, the wolfshead does not reduce her speed as a result of the armor’s speed penalty.

Swift Bedlam (Ex)

At 8th level, a wolfshead can choose to enter bedlam as part of rolling for initiative. If the wolfshead chooses to do this, she may add the bedlam’s morale bonus to Dexterity ability checks and skills to her initiative check.

Additionally, if the wolfshead has a rogue talent that can be used once per day (taken as a wolfshead talent), while in bedlam she can use the power by expending 5 rounds of bedlam without it counting against her total uses per day.

Advanced Wolfshead Talents

Beginning at 11th level, when a wolfshead gains a wolfshead talent, she may instead choose one of the following advanced wolfshead talents.

Advanced Rogue Talents: The wolfshead can select one of the advanced rogue talents listed below, using all the same rules as the rogue talent option for wolfshead talents.

Another Day (APG), Confounding Blades* (UC), Crippling Strike*, Deadly Sneak* (APG), Defensive Roll, Fast Tumble (APG), Feat, Frugal Trapsmith (APG), Hard Minded (UC), Hidden Mind (UI), Improved Evasion, Master of Diguise (APG), Master Tricks (UC), Opportunist, Redirect Attack (APG), Skill Mastery, Slippery Mind, Stalker Talent (UI), Stealthy Sniper (APG), Weapon Snatcher (UC).

Animal Focus (Su): Each time the wolfshead enters bedlam, she may also select an animal focus, from the hunter class feature. While in bedlam, the wolfshead gains the benefit of that animal focus, using half her wolfshead level as her hunter level.

Rage Powers: The following rage powers are added to the list that may be selected with the rage power wolfshead talent.

Eater of Magic (UC), Element Rage, Greater (APG), Energy Absorption (APG), Energy Eruption (APG), Fearless Rage, Flesh Wound (APG), Lethal Accuracy (UC), Mighty Swing, Raging Whirlwind (UW), Spellbreaker (APG)

Greater Bedlam (Ex)

At 11th level when the wolfshead enters bedlam the morale bonus to her Will saves, AC, and Strength and Dexterity ability and skill checks increases to +3.

Hide in Plain Sight (Su)

At 14th level, a wolfshead can use the Stealth skill even while being observed.

Avoidance (Ex)

At 19th level the wolfshead is able to duck or roll from nearly any source of damage, reducing all hit point damage taken from any source by 5 points. The wolfshead cannot use avoidance any time she loses her Dexterity bonus to AC.

Dire (Ex)

At 20th level, the wolfshead is a dire threat, able to perform at a level well above typical mortals. At the beginning of each round the wolfshead can select one of the following benefits, which lasts until the beginning of the wolfshead’s next round.

*All of the wolfshead’s critical threats automatically confirm.
*Whenever the wolfshead makes a Dexterity- or Charisma-based ability check or skill check, she rolls 2d20 and takes the best result.
*None of the wolfshead’s movement provokes attacks of opportunity.
*None of the wolfshead’s ranged attack provoke attack of opportunity.

New Feat

Extra Wolfshead Talent
You have unlocked a new wolfshead ability.
Prerequisite: Wolfshead talent class feature.
Benefit: You gain one additional wolfshead talent. You must meet all of the prerequisites for this talent.
Special: You can gain this feat multiple times.

Patreon
I have a Patreon. It helps me carve out the time needed to create these blog posts, and is a great way to let me know what kind of content you enjoy. If you’d like to see more Pathfinder 1st edition options (or more rules for other game systems, fiction, game industry essays, game design articles, worldbuilding tips, whatever!), try joining for just a few bucks and month and letting me know!

About Owen K.C. Stephens

Owen K.C. Stephens Owen Kirker Clifford Stephens is a full-time ttRPG Writer, designer, developer, publisher, and consultant. He's the publisher for Rogue Genius Games, and has served as the Starfinder Design Lead for Paizo Publishing, the Freeport and Pathfinder RPG developer for Green Ronin, a developer for Rite Publishing, and the Editor-in-Chief for Evil Genius Games. Owen has written game material for numerous other companies, including Wizards of the Coast, Kobold Press, White Wolf, Steve Jackson Games and Upper Deck. He also consults, freelances, and in the off season, sleeps. He has a Pateon which supports his online work. You can find it at https://www.patreon.com/OwenKCStephens

Posted on November 16, 2020, in Business of Games, Game Design, Pathfinder Development and tagged , , , , , , . Bookmark the permalink. 1 Comment.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s

%d bloggers like this: