Article-At-A-Glance
- The Werewolf Whirlwind[1] maximizes attacks using Ranger, Werewolf, Dervish, and Tempest classes.
- Adapts to various combat scenarios like dungeon crawls, ambushes, and urban encounters.
- Shapechange, Dervish Dance, and Two-Weapon Fighting form the core of this build.
- Tempest Defense and Ambidexterity provide superior defensive and offensive capabilities.

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This level 1 werewolf ranger build sets the stage for an agile and fierce combatant. With abilities like Shapechange and DR 10/Silver, this character lays a solid foundation for future growth. Iron Will enhances mental resilience, while Track and Weapon Focus (Bite) begin crafting a formidable melee attacker. This character is ready to start their journey with high survivability and versatile skills.
Stat Block Level 1:
Lady of the Hunt[1]: female, human werewolf ranger 1; CR 3; Medium humanoid (shapechanger[2]); HD 1d8+2 + 2d8+6; hp 28; Init +2; Spd 30 ft.; AC 15, touch 12, flat-footed 13; Base Atk +1; Grp +4; Atk Bite +4 melee (1d6+3) or dagger +2 melee (1d4+1); Full Atk Bite +4 melee (1d6+3) or 2 daggers +2 melee (1d4+1); SA Shapechange, Improved Scent; SQ DR 10/Silver, Low-light vision, Wild Empathy; AL CG; SV Fort +5, Ref +4, Will +4; Str 16, Dex 16, Con 14, Int 13, Wis 11, Cha 8.
Skills, Abilities, and Feats:
Listen +2, Spot +3, Survivial +2; Iron Will, Track, Weapon Focus (Bite). Special Attacks and Qualities: Shapechange (Su) – Can transform into a wolf or hybrid form. DR 10/Silver (Ex) – Damage reduction against non-silver weapons.
Possessions: Dagger, adventurer’s outfit.
At level 5, the Lady of the Hunt[1] excels in close combat, specializing in quick and powerful attacks with dual-wielding weapons. She is skilled at charging through foes and wielding battleaxes with great precision, thanks to her favored enemy and wild empathy abilities. Being able to transform into a werewolf gives extra strength and flexibility during fights.
Stat Block Level 5:
Lady of the Hunt[1]: female, Human Werewolf Ranger 4/Werewolf 1; CR 6; Medium Humanoid (Shapechanger[2]); HD 1d8+2 plus 3d8+6; hp 32; Init +3; Spd 30 ft.; AC 17, touch 13, flat-footed 14; Base Atk +4; Grp +7; Atk +8 melee (1d8+3/20×3, battleaxe) or +8 melee (1d6+3/20×3, bite); Full Atk +8/+8 melee (1d8+3/20×3, battleaxe) or +8 melee (1d6+3/20×3, bite); SA Shapechange, Favored Enemy; SQ DR 10/silver, Wild Empathy; AL CN; SV Fort +8, Ref +7, Will +3; Str 17, Dex 16, Con 14, Int 13, Wis 11, Cha 8.
Skills, Abilities, and Feats:
Perform (Dance) 3, Tumble 3; Iron Will, Track, Weapon Focus (Battleaxe), Dodge, Mobility, Combat Expertise, Two-Weapon Fighting, Endurance, Oversized Two-Weapon Fighting. Special Attacks and Qualities: Shapechange (hybrid form only), DR 10/silver, Favored Enemy (Humans +2), Wild Empathy.
Possessions: Pair of Battleaxes, Chainshirt.
This level 10 Dervish Werewolf build is highly skilled in close combat. Combining two-weapon fighting and Dervish Dance skills, it allows for a maximum of 7 attacks per turn with highly effective results. This character wields two battleaxes and wears a chainshirt, making them a fast and evasive fighter in combat. They have the ability to change into a werewolf, obtaining damage reduction and improved physical capabilities.
Stat Block Level 10:
Lady of the Hunt[1]: female, Human Werewolf Ranger 4/Werewolf(Lythari) 2/Dervish 4; CR 10; Medium Humanoid (Shapechanger[2]); HD 6d8+16; hp 44; Init +3; Spd 40 ft.; AC 19, touch 13, flat-footed 16; Base Atk +10/+5; Grp +13; Atk +13 melee (1d8+3, Battleaxe) or +13 melee (bite, 1d6+3); Full Atk +13/+8 melee (1d8+3, Battleaxe) and +13 melee (1d8+3, Battleaxe) or +13 melee (bite, 1d6+3); SA Dervish Dance 2/day, Dance of Death; SQ Shapechange, DR 10/Silver, Wild Empathy, Favored Enemy (1); AL CG; SV Fort +11, Ref +9, Will +6; Str 16, Dex 17, Con 14, Int 13, Wis 11, Cha 8.
Skills, Abilities, and Feats:
Perform(Dance) +3, Tumble +3; Iron Will, Track, Weapon Focus(Bite), Dodge, Mobility, Combat Expertise, Weapon Focus(Battleaxe), Two-Weapon Fighting, Endurance, Oversized Two-Weapon Fighting, Spring Attack, Improved Two-Weapon Fighting. Special Qualities: Shapechange, Damage Reduction 10/Silver, Dervish Dance, Dance of Death.
Possessions: Pair of Battleaxes, Chainshirt.
This build offers a Werewolf Ranger/Dervish/Tempest combining impressive melee capabilities and extreme versatility in movement and attacks. With Dervish Dance, they can attack many times in a round, adding to their destructive potential.
Stat Block Level 15:
Lady of the Hunt[1]: female, human werewolf ranger 4/werewolf (lythari) 2/dervish 10/tempest 4; CR 15; Medium humanoid (shapechanger[2]); HD 15d10+30; hp 120; Init +5; Spd 35 ft.; AC 21, touch 14, flat-footed 16; Base Atk +13; Grp +16; Atk +20 melee (1d8+3/19-20, battleaxe) or +20 melee (1d8+3/19-20, battleaxe); Full Atk +20/+15/+10 melee (1d8+3/19-20, battleaxe) and +20 melee (1d8+3/19-20, battleaxe); SA Shapechange, Dervish Dance; SQ Damage reduction 10/silver, wild empathy, fast movement, dance of death, improved reaction, tireless dance; AL CN; SV Fort +13, Ref +18, Will +10; Str 16, Dex 19, Con 14, Int 13, Wis 11, Cha 8.
Skills, Abilities, and Feats:
Perform(Dance) 15, Tumble 15; Iron Will, Track, Weapon Focus (Bite), Dodge, Mobility, Combat Expertise, Weapon Focus (Battleaxe), Two-Weapon Fighting, Endurance, Oversized Two-Weapon Fighting, Spring Attack, Improved Two-Weapon Fighting, Two-Weapon Rend, Greater Two-Weapon Fighting, Combat Reflexes. Special Attacks and Qualities: Shapechange (hybrid form), Dervish Dance (5/day), Fast Movement (+15 ft), Dance of Death, Improved Reaction, Tireless Dance.
Possessions: A pair of +2 battleaxes, +1 chain shirt.
This build epitomizes a melee whirlwind with the capacity to attack sixteen times in one round. Dexterity-focused, the Lady of the Hunt[1] shifts smoothly between human and werewolf forms to maximize combat versatility. She leverages Dervish Dance and fast movements to strike with unparalleled speed and precision.
Stat Block Level 20:
Lady of the Hunt[1]: Female, Human Werewolf Ranger 4/Werewolf (Lythari) 2/Dervish 10/Tempest 4; CR 20; Medium Humanoid (Shapechanger[2]); HD 1d8+2, 1d8+2, 1d8+2, 1d8+2, 1d8+2, 1d8+2, 1d10+2 x10, 1d10+2 x4; hp 150; Init +10; Spd 60 ft.; AC 22, touch 18, flat-footed 20; Base Atk +19; Grp +24; Atk +28 melee (Battleaxe, 1d8+6) or +28 melee (Bite, 1d6+6); Full Atk +28/+28/+23/+23/+18/+18/+13/+13 melee (Battleaxe, 1d8+6) and +28/+28/+23 melee (Bite, 1d6+6); SA Dervish Dance, Pounce; SQ Evasion, Improved Evasion, Shapechange, DR 10/Silver, Fast Movement +15 ft., Animal Companion, Dervish Dance; AL CG; SV Fort +12, Ref +18, Will +7; Str 22, Dex 22, Con 18, Int 13, Wis 11, Cha 8.
Skills, Abilities, and Feats:
Perform (Dance) +20, Tumble +20; Iron Will, Track, Weapon Focus (Bite), Dodge, Mobility, Combat Expertise, Weapon Focus (Battleaxe), Two-Weapon Fighting, Endurance, Oversized Two-Weapon Fighting, Spring Attack, Improved Two-Weapon Fighting, Two-Weapon Rend, Greater Two-Weapon Fighting, Combat Reflexes. Special Attacks and Qualities: Dervish Dance allows swift, precise movement and slashing attacks, Shapechange provides flexibility in combat forms, DR 10/Silver offers significant defense against most attacks.
Possessions: Two +1 Battleaxes, +1 Mithral Chain Shirt.
Milestones Of Character Development
- Levels 1-5: The character starts as a formidable combatant with Iron Will, Weapon Focus (Bite), and multiple combat feats. The transition to Ranger adds Wild Empathy, Two-Weapon Fighting, and Combat Style, enhancing the ability to control both forms of combat.
- Levels 6-10: By joining the Dervish class, the character acquires exceptional agility and the famous Dervish Dance ability, enhancing their combat skills significantly. Quick motion through Fast Movement, cutting swords by Slashing Blades, and Improved Two-Weapon Fighting form an almost unbeatable power in combat.
- Levels 11-15: The character achieves further mastery of the Dervish arts with Greater Two-Weapon Fighting and Tireless Dance. Abilities like Elaborate Parry and A Thousand Cuts make the character a whirlwind of offensive and defensive prowess.
- Levels 16-20: Transitioning to the Tempest class, the character achieves ultimate versatility and defense in two-weapon combat. Skills like Tempest Defense and Ambidexterity at higher levels ensure that dual wielding heavy battleaxes comes with minimal penalties.
Core Abilities & Features of the Werewolf Whirlwind
The Werewolf Whirlwind[1] build is a masterclass in multi-classing, turning a character into an agile and deadly force on the battlefield. The focus here is on maximizing attacks and maneuverability, making the most of a blend of Ranger, Werewolf, Dervish, and Tempest classes. Let’s dive into what this build offers.
Shapechange & Damage Reduction
Starting as a Werewolf confers the powerful Shapechange ability. This allows you to transform into wolf and hybrid forms, each with unique benefits. Coupled with Damage Reduction 10/Silver, this makes you resilient against attacks unless they’re from silvered weapons. Perfect for tanking in melee combat.
Dervish Dance
The heart of this build lies in the Dervish class, which provides the Dervish Dance ability. At its peak, you can use Dervish Dance up to five times per day. This enables you to move your full speed while making a full attack, dancing across the battlefield with unmatched agility. The added movement speed bonuses (+15 ft. at 14th Dervish level) make you even quicker.
Two-Weapon Fighting
Two-Weapon Fighting is another cornerstone of this build. Starting with the basic feat at 4th Ranger level, you progressively gain Oversized Two-Weapon Fighting and Improved and Greater Two-Weapon Fighting as you advance. This significantly reduces the penalties for dual-wielding heavy weapons like Battleaxes, allowing you to unleash up to sixteen attacks in one round in hybrid form.
Tempest Defense & Ambidexterity
Rounding out the build with the Tempest class brings Tempest Defense (+2 AC) and Two-Weapon Versatility. These enhance your defense and offensive capabilities, particularly Ambidexterity, making you equally proficient with both hands. The additional bonuses to your attack rolls (-2/+0) by 20th level ensure you’re landing those crucial hits.
Skill Monkey Prowess
In addition to combat, this build shines in skills. Perform (Dance) and Tumble are key, allowing you to move gracefully and avoid attacks. As a Ranger, you also gain Wild Empathy and an Animal Companion, adding a layer of strategic versatility to your party role. With a well-rounded skill set and combat prowess, you’re not just a one-trick pony but a valuable team asset.
Equipment Progression of the Werewolf Whirlwind
| Level Range | Equipment | Details |
|---|---|---|
| L1-5 | +1 Battleaxe | Enhances attack and damage rolls by +1. |
| Mithral Chain Shirt | Light armor with excellent mobility, +4 AC, and reduced Armor Check Penalty. | |
| L6-10 | +1 Mithral Chain Shirt of Fortification | Light armor providing +5 AC and 25% chance to negate critical hits & sneak attacks. |
| Belt of Giant Strength +4 | Increases strength by +4, improving attack, damage, and some skills. | |
| L11-15 | +3 Battleaxe | Enhances attack and damage rolls by +3. |
| Mithral Chain Shirt +2 of Greater Fortification | Light armor providing +6 AC and 75% chance to negate critical hits & sneak attacks. | |
| L16-20 | +3 Mithral Chain Shirt of Etherealness | Light armor with +7 AC and allows the user to become ethereal once daily. |
| Belt of Physical Perfection +6 | Increases strength, dexterity, and constitution by +6 each. |
Combat Scenarios as a Werewolf Whirlwind
- Dungeon Crawls:
- In the tight corridors of a dungeon, your Dervish Dance ability allows for swift and precise strikes. Use your fast movement to dart in and out, targeting spellcasters first and whittling down weaker enemies. Transform into your hybrid form to dodge powerful attacks, making use of your Damage Reduction (DR 10/silver).
- Open Fields:
- Your Battleaxes and high dexterity make you a formidable opponent in open spaces. Utilize Spring Attack to move in, deliver blows, and retreat before enemies can counter. In hybrid form, your speed and agility give you the edge to surround enemies and isolate key targets quickly.
- Ambushes:
- When surprised, rely on your Improved Reaction to act first. Use Combat Reflexes to counterattack if surrounded. As a werewolf with high dexterity, shift forms to increase survivability and then employ your high-mobility tactics to turn the tide of the trap, quickly neutralizing threats from multiple angles.
- Defensive Stands:
- In a defensive position, take advantage of your Tempest Defense and Ambidexterity to create a near-impenetrable frontline. Use a combination of Combat Expertise for added defense and Controlled Rage from hybrid form to withstand onslaughts. Hold key positions and coordinate with allies for maximum defensive efficiency.
- Urban Encounters:
- Navigating through narrow alleyways and crowded streets, employ your Movement Mastery to outmaneuver foes. Blend hit-and-run tactics with the environment, using walls and obstacles to your advantage. In hybrid form, your intimidation coupled with agility helps control the battlefield, ensuring fewer collateral damages while protecting innocents.
Weaknesses & Counters as a Werewolf Whirlwind
| Weakness | Counter |
|---|---|
| Low Will Save | Equip a Cloak of Resistance +5 to boost all saves. Also, consider the Iron Will feat. |
| Weak to Silver Weapons | Use Magic Circle against Silver spell or wear Armor with the Fortification property to reduce critical hits and sneak attack damage. |
| Cannot Control Shape During Full Moon | A Lycanthrope Amulet helps control transformations. Make sure to rest during non-full moon periods or travel at night. |
| Vulnerability to High AC Opponents | Equip a Belt of Giant Strength +6 to increase your Strength modifier, or use the Improved Critical feat to increase your threat range. |
| Limited Range Combat Options | Carry a Composite Longbow +2 for ranged combat with arrows enchanted for different strike types (e.g., silver and cold iron). |
| Low Charisma | Use a Circlet of Persuasion to boost Charisma-related skills or find items that grant bonuses to Diplomacy and related skills. |
Roleplaying the Werewolf Whirlwind
Imagine embodying a warrior who moves like a whirlwind, with the agility of a dancer and the ferocity of a werewolf. With the ‘Lady of the Hunt[1]’ build, you are this lethal blend. Here’s how you can play her:
Opportunities
The Enigmatic Protector: Like the story hints, your character can be an enigmatic figure. She keeps a respectful distance from the villagers while ensuring their safety. Use this dynamic to create tension and intrigue. Interact subtly, perhaps leaving tokens or signs of her presence, fostering a myth around her existence.
The Reluctant Hero: Play up her reluctance to accept gratitude or fame. She’s a protector at heart, driven by a past event or promise. Internal conflict can fuel compelling roleplay moments. Have her dodge praise or slip away when glory is near, making her more human and complex.
Sibling Bond: Remember the brief mention of her sister. This sibling bond can be a recurring theme. Craft interactions where her duties as a protector and her responsibilities toward her sister clash. This duality provides rich roleplaying soil.
Themes
Duality: At the core of the ‘Lady of the Hunt[1]’ is duality. Human and werewolf, dancer and warrior. Flesh out moments that highlight this balance. She might appreciate beauty and dance, yet exhibit raw savagery when her loved ones are threatened.
Isolation vs. Community: Her role requires isolation, yet she deeply cares for the community. Roleplay this tension. She knows every villager’s habits but from afar. Add layers by making her crave social interaction on one level but fear losing control if too close.
Inner Strength: Despite flaws like Weak Will and Vulnerable, she is fiercely determined. Highlight her mental battles, especially during the full moon. Show her struggling with the werewolf within, giving the beast respect but retaining her humanity.
Example Scenarios
Defending from the Shadows: During a village festival, an enemy raids the village. Play out how she observes from the shadows, assessing the threat before becoming the whirlwind of death. Emphasize stealth and strategic strikes.
Training the Next Generation: A young villager seeks to learn from her. Demonstrate her reluctance to teach, fearing the revelation of her true nature. When she finally agrees, show her as a tough but fair mentor, teaching techniques and moral lessons.
Sibling Rivalry: Create scenes with her sister that venture beyond the physical journey. Roleplay intense discussions where they discuss or even argue about their roles, duties, and different paths. This deepens her character and the storyline.

FAQ
What is a Werewolf Whirlwind[1] build?
The Werewolf Whirlwind[1] build combines the strengths of the Ranger, Werewolf, Dervish, and Tempest classes. It focuses on maximizing attacks and maneuverability. The character shifts between wolf and hybrid forms for unique combat advantages. This build excels in fast-paced, melee-intensive battles.
Which class abilities are crucial for this build?
Key abilities include Shapechange from the Werewolf class, Dervish Dance for mobility, and Two-Weapon Fighting from the Ranger. Tempest Defense and Ambidexterity provide additional combat benefits. These abilities synergize to make the build highly effective in both offense and defense.
What are the best combat strategies for this build?
Use Dervish Dance to maximize movement and full attacks. In dungeons, target spellcasters first with swift strikes. In open fields, employ hit-and-run tactics. For defensive stands, rely on Tempest Defense and Ambidexterity. Adapt your strategy to the combat environment for best results.
Does the Werewolf Whirlwind[1] build have any unique vulnerabilities?
Yes, vulnerabilities include low Will saves and a weakness to silver weapons. The inability to control shape during the full moon is a significant drawback. Additionally, the build has limited ranged combat options and low Charisma, affecting social interactions and some abilities.
Can this build fit into any D&D campaign setting?
Yes, the Werewolf Whirlwind[1] can adapt to different settings. Whether in a dark forest or urban landscape, the build provides unique combat and roleplaying opportunities. The blend of agility and ferocity makes it a versatile choice for diverse campaigns.
Join us at Stellar Dragons!
Consider trying the Werewolf Whirlwind[1] in your next game. Do you think the Werewolf Whirlwind[1] could be the best build in D&D 3.5? Join the debate and get tips on our Stellar Dragons Discord server: https://discord.gg/uAPvgEq6Z7.
Lady of the Hunt

-“When we fought the Tamer, I realized the the young savage girl I once knew had far surpassed me in combat skills. I saw her movements, almost dancing around the tamer with ease. The woman was weaving beneath his blows and becoming a pure whirlwind of blades and fangs before shapeshifting into her werewolf form in the blink of an eye to dodge especially strong attacks only to retake her human form and parry the blows coming my direction.”
-“Truly, this village could not have a better silent protector, even if she is shy and doesn’t really show her face here.”
Silence fell on the inn, broken only by the wind outside and the crackle of the fireplace.
–“And when was the third time you saw her?” Asked one of the kids. The old half-elf smiled as he looked away in thought, the smile grew warmer and more proud before he turned back and continued.
-“Perhaps I will continue that story tomorrow, after all, isn’t it bedtime?”
A general groan from the children was met with hushes from the parents rising, ready to leave each to their houses.
After a while the inn emptied except for the old man’s son and wife. The elder half-elf he walked slowly to the establishment’s door – still ajar. Next to it was a woman in traveler’s garb, her gaze focused on the full moon.
-“Won’t you stay this night? You know these kids idolize you. I may even introduce you to the rest of the villagers.”
She smirked and dropped her head.
-“I cannot. It’s the full moon tonight, I won’t be able to control the change for much longer. And anyway, I was only passing by.”
He smiled, a look of understanding on his face.
-“Where are you heading this time?”
She pat his shoulder and turned him slightly in the direction she intended to travel as she passed him. With a deft movement she strode toward the alley which would ultimately lead to the wood outside of town.
-“To the city, my sister and I have to chat about things”… She replied, as she disappeared in the night…
Race
Human
Class
Werewolf Ranger 4/Werewolf(Lythari) 2/Dervish 10/Tempest 4 (2 LA Buybacks)
Ability Scores
Str 16/Dex 16/Con 14/Int 13/Wis 11/Cha 8
Skills
Perform(Dance) 3, Tumble 3
Flaws
Weak Will, Vulnerable
Equipment
A pair of Battleaxes, a Chainshirt.
Goal
You are a true whirlwind of blades and fangs, dancing across the battlefield and capable of attacking sixteen times in a single round if you so wish while in hybrid form. You can interlace moving and attacking like Spring Attack builds wished they could do as well as you. And despite wielding two heavy axes, you wield them both with virtually no penalties. You are a force to be reckoned with in melee, as capable as any barbarian or fighter or paladin, but also with enough skills to make you a great skill monkey in addition to all that.
| Level | Class | HD | Feat | Special |
| 1 | Werewolf | 10 | Iron Will,Track, Weapon Focus(Bite), Dodge, Mobility, Combat Expertise | Shapechange, DR 10/Silver |
| 2 | Werewolf | 1d8+2 | – | – |
| 3 | Ranger | 1d8+2 | Weapon Focus(Battleaxe ) | 1st Favored Enemy, Wild Empathy |
| 4 | Ranger | 1d8+2 | *Two-Weapons Fighting | Combat Style, +1 Dex |
| 5 | Ranger | 1d8+2 | Endurance | – |
| 6 | Ranger | 1d8+2 | Oversized Two Weapons Fighting | Animal Companion |
| 7 | Dervish | 1d10+2 | – | Dervish Dance 1/Day, Movement Mastery, Slashing Blades |
| 8 | Dervish | 1d10+2 | – | Fast Movements +5ft., +1 Dex |
| 9 | Dervish | 1d10+2 | Spring Attack, Improved Two-Weapons Fighting | Dervish Dance 2/Day |
| 10 | Dervish | 1d10+2 | – | Dance of Death |
| 11 | Dervish | 1d10+2 | – | Fast Movements +10 ft, Dervish Dance 3/Day |
| 12 | Dervish | 1d10+2 | Two-Weapons Rend | Improved Reaction, +1 Dex |
| 13 | Dervish | 1d10+2 | – | Elaborate Parry, Dervish Dance 4/Day |
| 14 | Dervish | 1d10+2 | – | Fast Movements +15ft. |
| 15 | Dervish | 1d10+2 | Greater Two-Weapons Fighting | Tireless Dance, Dervish Dance 5/Day |
| 16 | Dervish | 1d10+2 | – | A Thousand Cuts, +1 Str |
| 17 | Tempest | 1d10+2 | – | Tempest Defense +1 |
| 18 | Tempest | 1d10+2 | Combat Reflexes | Ambidexterity (-3/-1) |
| 19 | Tempest | 1d10+2 | – | Tempest Defense +2, Two-Weapons Versatility |
| 20 | Tempest | 1d10+2 | – | Ambidexterity (-2/+0), +1 Str |
Shapechanger

-“What happened to her after you defeated the beast?” Asked one of the kids, the old man across from them gave a mild chuckle, their curiosity always bringing a smile to him. He scratched his chin slowly, collecting his thoughts as the fire cracked in the fireplace. The whole inn was listening to the half-elf’s story now.
-“Well, as well traveled as I am, there were many things I could teach her, I could teach everything about listening to nature, how to hunt beasts and how to recognize plants and prints. Though, as with all teachers, there were some things I could never teach her. How to be a beast, as she already was, being a werewolf and all. She wanted to learn to better control and use that part of her. So she left too, eventually, in search of the Lady of the Woods.”
There were whispers in the inn when that name came out of the storyteller’s mouth. The traveling woman pulled out a smoke pipe and started cleaning it, and prepared some dried herbs. The half-elf continued unfazed.
-“The Lady is said to be as old as the forest, and its most ancient guardian, capable of taking the form of all the beasts who walk its depths. From the smallest insect to the most majestic dragon, she is one with each of these forms. If someone could teach our young wolf lady how to control her inner beast, it was the Lady.”
Race
Changeling
Class
Wildshaping Ranger 5(Variant)/Master of Many Forms 10/Nature’s Warrior 3/Warshaper 2
Ability Scores
Str 12/Dex 16/Con 16/Int 10/Wis 14/Cha 8
Skills
Knowledge(Nature) 8, Knowledge(the Planes) 2, Survival 8
Equipment
A shortbow, a Shortsword. Any light armor.
Goal
You are a ranger capable of Wildshaping like the druid. But you take that ability and crank it to eleven. You have more than ten uses per day, can change your form in the same use of wild shape, and can take nearly any form in the monster manual. This makes you a fantastic swiss army knife of a character, with a form for every situation, and by gaining the Extraordinary abilities of your forms, your toolset only expands even more. Take the form of a fly to spy on a conversation or the form of a friggin’ Dragon to fight virtually any enemy as two examples.
And they say only Tier 1 characters have a backpocket plan for any situation…
| Level | Class | HD | Feat | Special |
| 1 | Ranger | 11 | Track, Weapon Finesse | Wild Empathy, 1st Favored Enemy, Fast Movement |
| 2 | Ranger | 1d8+3 | – | – |
| 3 | Ranger | 1d8+3 | Endurance, Alertness | – |
| 4 | Ranger | 1d8+3 | – | Animal Companion, +1 Con |
| 5 | Ranger | 1d8+3 | – | Wildshape 1/Day, 2nd Favored Enemy |
| 6 | Nature’s Warrior | 1d10+9 | Improved Toughness | Nature’s Weapon, Wildling |
| 7 | Master of Many Forms | 1d8+4 | – | Shifter’s Speech, Improved Wildshape 2/Day, Humanoid |
| 8 | Master of Many Forms | 1d8+12 | – | Improved Wildshape 3/Day (Large), Giant, +1 Con |
| 9 | Master of Many Forms | 1d8+5 | Improved Initiative | Fast Wildshape, Improved Wildshape 4/Day, Monstrous Humanoid |
| 10 | Master of Many Forms | 1d8+5 | – | Improved Wildshape 5/Day(Tiny), Fey |
| 11 | Master of Many Forms | 1d8+5 | – | Improved Wildshape 6/Day, Vermin |
| 12 | Master of Many Forms | 1d8+5 | Combat Reflexes | Improved Wildshape 7/Day (Huge), Aberration, +1 Con |
| 13 | Master of Many Forms | 1d8+5 | – | Extraordinary Wildshape, Improved Wildshape 8/Day, Plant |
| 14 | Master of Many Forms | 1d8+5 | – | Improved Wildshape 9/Day(Diminutiv e), Ooze |
| 15 | Master of Many Forms | 1d8+5 | Robilar’s Gambit | Improved Wildshape 10/Day, Elemental |
| 16 | Master of Many Forms | 1d8+21 | – | Evershifting Form, Improved Wildshape 11/Day (Gargantuan), Dragon, +1 Con |
| 17 | Warshaper | 1d8+6 | – | Morphic Immunities, Morphic Weapons |
| 18 | Warshaper | 1d8+42 | Stand Still | +4 Str, +4 Con |
| 19 | Nature’s Warrior | 1d10+8 | – | – |
| 20 | Nature’s Warrior | 1d10+8 | – | Water’s Flow, +1 Con |
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