Class Summary

Prime Requisite:STR and CHA
Requirements:CON 9
Hit Dice:1d8
Maximum Level:13

Shifter Warclaw

Advanced Shifter class — see Classes for the full list.

This page is still in progress.

Warclaws are the war-leaders of the shifters, binding a warband to their will through raw presence as much as raw strength. Where other shifters range alone or in loose kinship groups, a warclaw gathers followers around himself and holds a line others break from. His shifting is less about the hunt than about the battlefield: a warclaw who calls upon his trait does so to hold a flank, break a shield-wall, or rally a faltering band.


Shifter Warclaw Level Progression

ExperienceTitleLevelHit DiceDamage Bonus
0Cub11d8+1
2,500Prowler22d8+1
5,000Bloodfang33d8+2
10,000Packrunner44d8+2
20,000Packleader55d8+2
40,000Warband Chief66d8+3
80,000Alpha77d8+3
160,000Direclaw88d8+3
330,000Warclaw99d8+4
500,000Warclaw, 10th lvl109d8 + 2*+4
670,000Warclaw, 11th lvl119d8 + 4*+4
840,000Warclaw, 12th lvl129d8 + 6*+5
1,010,000Warclaw, 13th lvl139d8 + 8*+5

Shifter Warclaw Saving Throws and Attack Bonus

LevelParalysisDeathBlastImplementSpellsAttack Bonus
113+14+15+16+17++0
2-312+13+14+15+16++1
411+12+13+14+15++2
5-610+11+12+13+14++3
79+10+11+12+13++4
8-98+9+10+11+12++5
107+8+9+10+11++6
11-126+7+8+9+10++7
135+6+7+8+9++8

Combat Characteristics

Warclaws fight best at the head of a line, where their claws and their voice can both find purchase.

Combat Proficiencies: Warclaws are proficient with medium armor or lighter and with all melee weapons. They are trained in the dual weapon, two-handed weapon, and weapon and shield fighting styles.

Combat Progression: Warclaws advance in attack throws and saving throws as fighters, by two points every three levels. They increase their base damage roll from successful melee weapon attacks by +1 at 1st level, and by an additional +1 at 3rd, 6th, 9th, and 12th level; this bonus does not apply to missile weapons. They can cleave after felling a foe up to once per round per class level.

Starting Class Powers

Manual of Arms: The warclaw is highly experienced in military discipline, physical fitness, and weapon drill. He can automatically identify the battle standards, equipment, great captains, military slang, and rank insignia of his homeland. He can identify those of other realms with a proficiency throw of 11+. He can fight as a regular (rather than irregular) in formed and loose units. He can begin play as a member of a legion, mercenary’s guild, or other military organization. (This class power is equivalent to one rank of the Manual of Arms proficiency.)

Inspire Courage: The warclaw can improve the morale of troops. Inspiring courage requires a few moments of oration before a battle (one round), and makes up to 30 of the warclaw’s allies within a 50’ radius inspired. An inspired creature gains a +1 bonus to attack throws, armor class, morale rolls (for monsters or NPCs allied with the warclaw), and saving throws against magical fear. The bonus lasts for 10 minutes (1 turn). The warclaw can inspire courage once per day per class level. He cannot inspire courage on characters who are already engaged in combat.

Strength of Spirit: The warclaw is immune to all natural and magical fear effects.

Additional Class Powers

Command (3rd): The warclaw has mastered the art of command. His authority inspires men to follow him into danger. His henchmen, mercenaries, and other troops receive a +2 bonus to morale. (This class power is equivalent to one rank of the Command proficiency.)

Battlefield Prowess (5th): The warclaw’s presence inspires the troops he leads. Any henchmen and mercenaries hired by the warclaw gain a +1 bonus to their morale score whenever he personally leads them. This bonus stacks with any modifiers from the warclaw’s Charisma or proficiencies.

Den (9th): By acquiring a den worth at least 15,000gp, the warclaw can attract followers to his service. 5d6 x 10 0th level troops and 1d6 warclaws of 1st – 3rd level arrive to serve him within 1d3 months of him acquiring the den. If the warclaw already has a den, the followers arrive to serve him within 1d3 months of him reaching 9th level. The warclaw must pay his followers the ordinary rates for mercenaries and henchmen, or they leave his service. Additional rules for strongholds are detailed in Campaigns.

Lion-Hearted Leader (11th): If the warclaw is fighting on the battlefield with an army, the army automatically stands firm on its first morale roll, or rallies if it would have stood firm. This benefit is lost for the duration of the battle, however, if the warclaw himself routs, flees, or leads from the rear.

Racial Traits

Shifter Trait: The warclaw selects a shifter trait, gaining the power to shift into it and their choice of one of the trait’s associated skills. See Shifter Traits for the full list of traits, trait skills, and shifting rules.

Shifter Resilience: The warclaw must sometimes rely on his shifter resilience to survive. When the character is required to consult the Mortal Wounds table, the player can roll twice and choose the preferred result to apply. He also subtracts his class level from the number of days of bed rest required to recover.

Class Proficiencies

Proficiency Progression: At 1st level, warclaws gain one class proficiency from their class proficiency list and one general proficiency from the general proficiency list. They select an additional class proficiency at 3rd, 6th, 9th, and 12th level. They select an additional general proficiency at 5th, 9th, and 13th level.

Shifter Warclaw Proficiency List: Acrobatics, Alertness, Alternate Shifter Trait, Ambushing, Blind Fighting, Combat Reflexes, Combat Trickery (force back, knock down, wrestling), Diplomacy, Endurance, Extended Shifting, Fighting Style Specialization, Intimidation, Leadership, Military Strategy, Running, Shifter Accuracy, Shifter Defense, Shifter Ferocity, Shifter Fortitude, Shifter Fury, Shifter Recovery, Shifter Reflexes, Skirmishing, Survival, Tracking, Unarmed Fighting, Weapon Focus

Shifter Warclaw Templates

Starting equipment not yet worked out

Names and proficiency picks below are placeholders; Starting Equipment still needs real encumbrance and starting-gold math worked per row before it’s written.

Templates

3d6TemplateProficienciesStarting Equipment
3 – 4StrayRunning
Survival
TBD
5 – 6BloodmarkedShifter Fury
Intimidation
TBD
7 – 8TrailbreakerAmbushing
Tracking
TBD
9 – 10ShieldclawShifter Defense
Military Strategy
TBD
11 – 12WarhowlerExtended Shifting
Leadership
TBD
13 – 14IronmaneCombat Ferocity
Endurance
TBD
15 – 16RavenousCombat Trickery (knock down)
Naturalism
TBD
17 – 18DreadfangShifter Reflexes
Riding
TBD