Wolf Brothers
I have only made minor changes to the Wolf Brother prestige class from that which is Wizards's of The Coast's core rule book. They are as follows:
Wolf Rage (all wolfbrothers receive wolf rage at second level)
When entering combat, a wolfbrother must make a will save (DC15 normally, DC20 if wolves are involved in the combat) against becoming enraged. This gives a temporary bonus of +4 to strength and +2 to vitality points per wolf brother level and a +2 to all fortitude saves for a number of rounds equal to 5+con modifier unless there are wolves involved in the combat, at which time the rage ends when the combat ends or when the wolves exit the battle. In addition, there is a =2 penalty to defense for the entirety of the enragement. While raging, the wolfbrother cannot use any skill which requires patience or concentration (ie: move silently, point blank shot). At the end of the rage, you loose you bonus vitality points as well as suffering a -2 penalty to all strength and dexterity rolls for the number of rounds equal to tht which you were enraged.
Madness-
While fighting enraged among wolves, the wolf brother must make a Will Save (DC15) against becoming lost (see wolf brother madness) for 1d6 hours. You may gain up to six madness points to increase your roll - this roll is made at the end of combat or at the time in which the wolves leave the combat.
Special-The wolfbrother feat Acceptance of Fate allow you to choose when you do or do not enter the wolf rage, also you can withstand the call of the wolves if you choose and do not need to roll a will save against becoming lost.
Acceptance of Fate (requirement: at least four levels in wolf brother)
You have come to accept and understand your fate as a wolf brother
Benefit:You madness rating no longer increases each level and you may subtract 10 from your madness rating. Also, you have gained the strength of will to choose whether or not you enter a wolf rage in battle.
Wolf Brother Madness (taken from Under the Dragon's Banner)
Wolf brothers run the risk of having their humanity overwhelmed by the animalistic urges they feel in connection to the wolves. Some wolf brothers succom quickly to the madness, living among humanity for only a matter of months before they feel the urge to run free and join the wolves, others can find balance between the two opposing sides of their nature, some loose their humanity so completely that they think that they ARE a wolf.
| Madness Rating | trigger Conditions |
| 0-15 | - |
| 16-30 | Injury |
| 31-40 | Injured Friend or Mate |
| 41-50 | Large Crowd, Hostile Scent |
| 51-60 | Threat |
| 61+ | Constant |
Checking For Madness: Same as for male channelers, pg. 210 Core Rule Book
| Difference | Symptom | Duration |
| 5 or less | Pacing | 1d6 Hours |
| 06-15 | Withdrawal | 2d6 Hours |
| 16-25 | Animal Fury | 2d6 Rounds |
| 26-35 | Hostile | 2d6 Minutes |
| 36-45 | Panic | 2d6 Rounds |
| 46-55 | Fury | 2d6 Rounds |
| 56+ | Lost | See Text |
Pacing: The Wolfbrother feels a great need to escape the situation, this often manifests itself as pacing and irritability.
Withdrawal: The Wolfbrother wages an internal battle against his feral side. The concentration required often leads him to sequester himself away from others for fear of doing them harm.
Animal Fury: The Wolfbrother still control the animal inside, but manifestations have begun to show. He growls, sheds his clothes, and looks off into the distance, as if talking to somebody else. Others who see this behavior assume that he is insane and dangerous.
Hostile: The wolfbrother is threatening to those around him. Like a wounded animal, he is lost in himself. Any stimulus is perceived to be a threat, even from friends. He will remain disassociated with those around him for the duration of the effect.
Panic: The wolfbrother has lost all identity, he is unsure whether he is wolf or human. He will flee without thought of plan, only seeking to escape.
Fury:The wolfbrother, in a state of frenzy and confusion, behaves as a rabid animal. He will attack any available target.
Lost: The human side of the wolfbrother is lost to the animal. There is no return from this stage, he will seek to be free always and run with the pack. The character may become unplayable, depending on the campaign, and the GM may take them away as a permanent NPC, at their discretion.