Werewolf Player Race


Homebrew and House Rules


How balanced would this be compared to other races?

Werewolf Player Race

Human (Shapechanger Subtype)
+2 Wis -2 Cha
Low-light vision, scent
Base Speed 30ft
+ 4 on skill checks that deal with shape changers or wolves
Alternate Form: Change to hybrid or animal form as a move action

In Hybrid and Wolf Form
+2 Str +2 Con -2 Cha
+2 Natural Armor
DR 2/silver
Natural attack: Bite

Wolf Form
Base Speed 50ft

Favored Class Option
Add + ½ to Natural Armor Bonus (to a maximum of +2 Natural Armor)
Add + ½ to DR silver when in hybrid and wolf form (to a maximum of 8)

Feat: Bite of the Wolf
Prerequisite: Werewolf
Benefit: When making a bite attack against an opponent you gain a free trip attack if you hit.

Claws of the Wolf
Prerequisite: Werewolf
Benefit: You gain 2 natural claw attack when in hybrid form.

Improved Alternate Form
Prerequisite: Werewolf, BAB + 11
Benefit: When in hybrid or animal form you gain a +4 Str +4 Con
Normal: When in hybrid form you normally get a +2 Str +2 Con -2 Cha


Doesn't look too bad but I do have a couple of things.

-What kind of ability is Alternate Form? Su? Ex? Sp? This will also address the question of whether or not it provokes. Also, how often can the character do this? Unlimited seems a bit powerful considering everything else.

-Natural armor AND DR/2 is fairly significant, especially at lower levels. You are making it both harder to hit the character and, should an attack hit, do less damage. Making it /Silver means that it is even more significant because most enemies (at least in APs) won't be carrying around silvered weapons and when they do, they will be dealing -1 damage anyway.

-The Favored Class options seem pretty cool. This might actually be a better place to start for having DR and NA.

-For "Improved Alternate Form," it seems to suggest that you no longer take the CHA penalty. I don't think this is the case but I thought I would mention it for the sake of completeness.

All that said, Necromancers of the Northwest did a pdf on Werewolf options for PCs. It was interesting and you might be able to draw some inspiration from what they did.


Here is the updated version so far. I think I will pick up that product and check it out.

Werewolf as a Player Race

Human (Shapechanger Subtype)
+2 Wis -2 Cha
Low-light vision, scent
Base Speed 30ft
+ 4 on skill checks that deal with shape changers or wolves
Change Shape (Su): Change to hybrid or animal form as a move action

In Hybrid and Wolf Form
+2 Str +2 Con -2 Cha
Wolf’s Bite: While in hybrid or wolf form the were wolf gains a primary natural attack that deals 1d6 points of piercing damage.

Wolf Form
Base Speed 50ft

Favored Race Option
Add a +1 natural armor bonus while in hybrid and wolf form. Each time the werewolf selects this benefit, the natural armor bonus increases by +½ (maximum of natural armor bonus + 4)
Add DR 1/silver when in hybrid and wolf form. Each time the werewolf selects this benefit, the DR increases by +½ (maximum DR 10/silver)

Feat: Bite of the Wolf
Prerequisite: Werewolf
Benefit: When making a bite attack against an opponent you gain a free trip attack if you hit.

Claws of the Wolf
Prerequisite: Werewolf
Benefit: You gain 2 natural claw attack when in hybrid form.

Improved Alternate Form
Prerequisite: Werewolf, BAB + 11
Benefit: When in hybrid or animal form you gain a +4 Str +4 Con
Normal: When in hybrid form you normally get a +2 Str +2 Con


Saedar wrote:


-What kind of ability is Alternate Form? Su? Ex? Sp? This will also address the question of whether or not it provokes. Also, how often can the character do this? Unlimited seems a bit powerful considering everything else.

I was going to have it be unlimited. I'm not to sure what would be the best way to limit the ability though.

Liberty's Edge

Drack530 wrote:
Saedar wrote:


-What kind of ability is Alternate Form? Su? Ex? Sp? This will also address the question of whether or not it provokes. Also, how often can the character do this? Unlimited seems a bit powerful considering everything else.

I was going to have it be unlimited. I'm not to sure what would be the best way to limit the ability though.

It's probably supernatural, given the default nature of shape-changers and lycanthropy.


I would modell it as a class, I mean, such a character is all about shapeshifting (werewolf sorcerer? werewolf paladin? dunno, doesn´t sound that stylish) so this feature should scale along with the level... some of the APG class variants go in the right direction, however I could imagine some kind of fusion, some natural weapon flurry of blows rager with some improving shape shifting forms (maybe the forms of Werewolf: the Apokalypse, human, wolf, classical werewolf battle form, big wolf, hairy human)
Other advantage of werewolf as class: it solves the DR-problem, just put in the DR/silver into higher levels.


scalade on the overpower races?
like wow
good idea, but really a few level
i was thinking to make the same for the dhampyr, i give him a 5 lvls, wherre to the end, he can climb walls, or gaseous form, children of the night, stats goes higher, bab like undead, saves choose one depend on what power youll ttake at first lvl

lvl 1 blood dependency(blood drain)(ex)
lvl 2 children of the night (su)
lvl 3 damage reduction (ex)
lvl 4 charm gaze (sa)
lvl 5 gaseous form (sa)


Interesting. I was thinking about playing something like this. However rather than simply starting out with all the bonuses you acquire new ones with advancing levels. In a sense you become a more powerful werewolf with time (ala dragon disciple).

I would also limit the class options. It might be hard to cast a spell when in hybrid form if half your words are snarls and your fingers are much larger than they were when you learned the spell.

Additionally, you might want to decrease intelligence when in hybrid form or take some of the barbarian rage negatives. I see it as you are trying to fight your base animal impulses and may not act in your best interest.


Mage Evolving wrote:

Interesting. I was thinking about playing something like this. However rather than simply starting out with all the bonuses you acquire new ones with advancing levels. In a sense you become a more powerful werewolf with time (ala dragon disciple).

I would also limit the class options. It might be hard to cast a spell when in hybrid form if half your words are snarls and your fingers are much larger than they were when you learned the spell.

Additionally, you might want to decrease intelligence when in hybrid form or take some of the barbarian rage negatives. I see it as you are trying to fight your base animal impulses and may not act in your best interest.

Ya that might work. I took the original bestiary template and scaled it down to make the race. There are still some issues with it though.


A werewolf class could probably work as a barbarian alternate class.


You know, I just thought of something. If you are wanting werewolf flavor but keeping it balanced, why not start with the Shifter from Eberron Campaign Setting? They are related to were-things distantly.

Also, I think there was a prestige class in one of the Eberron books that really worked up the werewolf side of things. I can't remember what it was called.


I think I will check that out. I just noticed the barbarian totems too.

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