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D&D 4E Known World fringe races for 4E

Urbannen

First Post
Note from a Mystara purist: Lupins resemble dogs, not wolves.

And yes, dogs and wolves are technically the same species, but Lupins are dog-men, not wolf-men.

Also, lupins are not lycanthropes, and in fact are enemies of werewolves. Therefore it doesn't seem to make sense to give them a bonus during the full moon.
 

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Siroh

First Post
Note from a Mystara purist: Lupins resemble dogs, not wolves.

And yes, dogs and wolves are technically the same species, but Lupins are dog-men, not wolf-men.

Also, lupins are not lycanthropes, and in fact are enemies of werewolves. Therefore it doesn't seem to make sense to give them a bonus during the full moon.

That will be removed, but Lupins are hinted strongly at having a shared history with primeval werewolves in the back story. Such as they are a similar race and only hate werewolves because of divergences made back in prehistory.
 

Siroh

First Post
race v monster bonus where dropped in 4E

That and lupins need an encounter power.



hmm, for classes that don't make use of minor actions, why would you ever stop sustaining?

Unfortunately, the Lupin concept is that they hate werewolves, and train specifically to kill them. They generally attack werewolves the instant they sense them. It makes sense, even in an edition where nobody else gets such a bonus that they keep that one.

As for lack of an encounter power, I didn't think of anything general that speaks to their history at the time, so regardless that they are losing the Moon Aspected trait, they don't really need an encounter power. Dwarves and humans don't have one either.

Re: minor actions: I didn't really worry about that at first, but I see you are right. Clerics, Warlocks and Paladins need their minor actions. Rangers really don't.

Okay, so here is what I think will work:
Paragon
Extended Burst of Speed [Rakasta]
Prerequisites:
Rakasta, Burst of Speed racial power
Benefit: When you use your Burst of Speed ability, it lasts until the end of the encounter. If you are Dazed, Dominated, Stunned or otherwise unable to perform actions, Burst of Speed ends at the beginning of your turn.
 

generalhenry

First Post
Unfortunately, the Lupin concept is that they hate werewolves, and train specifically to kill them. They generally attack werewolves the instant they sense them. It makes sense, even in an edition where nobody else gets such a bonus that they keep that one.

Instead of a situation bonus, stick to abilities that represent their training. Werewolf hunting training should be relevant a bit more generally. Wolves flank and knock people prone. Give them counter abilities.


can use second wind as a minor action once per encounter.


are the exception, they get an at will.


I still seems strong, but it's good enough for now.
 

Siroh

First Post
revision 1

Lupin
Canine humanoids with a flair for both tenacity and the dramatic

RACIAL TRAITS
Average Height:
5’10 to 6’6”
Average Weight: 170 to 210 lb.

Ability Scores: +2 Dexterity, +2 Constitution
Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Common
Skill Bonuses: +2 Athletics, +2 Perception
Lycanthrope Hunter: Lupins gain a +4 power bonus to Nature checks relating to Lycanthropes, and a +2 power bonus to Heal checks to aid another in recovering from a Lycanthrope-caused disease.
Obstinate Recovery: +5 racial bonus to saving throws versus diseases.
Pack Tactics: You can use Pack Tactics as an at-will power.
Sniff Out Shifters: Lupin may make a Perception test whenever they meet a shapechanger in a mundane humanoid or animal form. The DC for this test is 25, and if they make it they know the target is not what it appears to be. They can attempt a Nature check to determine more information. They gain a +8 power bonus to the Perception check if the target is a werewolf.

Pack Tactics Lupin Racial Power
You circle the foe, darting in and back threatening with your weapons.
At-Will
Immediate Reaction Personal

Trigger: You have just made a melee attack.
Effect: You shift 1 square.

Lupin resemble furry, upright, canines with sleek humanoid bodies. They have the vicious teeth of a carnivore, and non-prehensile tails, but lack claws on their digits. As they grow older, their fur turns white. They wear clothes and armor, and use tools and weapons just like all the other races of Mystara.

Most Lupins encountered in the Known World are small tribes of wandering nomads. Lupins are fairly jovial in general, turning serious when threatened or sensing signs of a lycanthrope, their ancestral enemies. In particular Lupins despise werewolves, and often immediately attack them with murderous intent, regardless of what form the werewolf is in. Personality wise, lupin are also practical and prone to seek consensus.

A typical tribe is lead by the White Howl, a group of white furred elders. Each White Howl has a younger spokesman who speaks for the Howl and leads the tribes warriors in situations of war. There are rumors that entire kingdoms of Lupin exist far to the west of the Known World. Lupin adventurers are relatively rare, but not more or less rare than Dragonborn in Brun.

Lupins make excellent Fighters, Rangers, and Rogues.
 
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