FENRI--Adaptation of a classic favorite.

Rachel

First Post
Well I enjoy making up new races & classes, and here is a very simple adaptation of a race many people enjoying playing: the wolf/fox humanoid character. This may already have been done officially, and alot of people may have already done their own style of this race, but I'll present mine here just for fun. :)

FENRI
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Beautiful and animalistic, a race of graceful wanderers at home in the wilds of the world.

RACIAL TRAITS
Average Height: 5' 8"–6' 4"
Average Weight: 145–230 lb.

Size: Medium
Speed: 7 squares
Vision: Low-light

Languages: Common, Elven

WULVEN FENRI (wolf heritage)
Ability Scores: +2 Strength, +2 Dexterity
Skill Bonuses: +2 Athletics, +2 Perception

KITSUNE FENRI (fox heritage)
Ability Scores: +2 Dexterity, +2 Wisdom
Skill Bonuses: +2 Nature, +2 Perception

Moonwild: Any time you use a healing surge outdoors under a partial or full moonlit sky, you recover extra hit points equal to x2 your Charisma modifier.

Natural Weapon (Claws): You can make unarmed attacks with your claws with a +1 proficiency and dealing 1d6 + Strength or Dexterity (whichever is higher) modifier damage.

Predator's Eye*: When using a ranged weapon attack or ranged power with the "weapon" keyword against a foe that is considered lightly obscured, ignore the target's concealment (no -2 attack roll penalty). *Separate from "Predatory Eye".

Foreststrider: You can use Foreststrider at-will as a minor action.

[Foreststrider] Fenri Racial Power
You move freely and lightly through woodland domains.
At-Will- Minor Action Personal
Effect: You can shift 1 square before or after you make an attack when fighting in woodlands or forest.

Nomads of the woods and wilds of Faerun, fenri form small mobile societies that, much like elves, are most at home in the cherished beauty of the forests they love. Many fenri have a noble spirit, and will protect nature wherever they are, though they are rarely in one place for very long. Unlike elves, fenri rarely if ever get involved in the affairs of other races, though individual fenri may sometimes meet and befriend other races during their travels. But where elves often feel a responsibility to the world at large, and to uniting with other good races to combat those that would harm it, fenri have no such compulsions. Fenri live only to experience the world and tend to live relatively simple lives.

As a matter of history, fenri are a young race who once were tutored by the elves when they first awakened to the world, but have since grown quite distant from them. Though few remember it clearly, a chism in the distant past caused a rift between the two races; one which still causes much distrust between them. Perhaps the forest is just not big enough for them both...

Fenri are ever in search of natural beauty, living off the land and again, sometimes protecting it as payment for it's bounty and splendor. Fenri rarely if ever establish permanent colonies anywhere, prefering temporarily erected camps in easily defensible positions deep within a forest's eves. Wulven tend to be the warriors, rangers, and scouts of the tribes they form, whilst kitsune are often the ponderers and organizers, as well as the diplomats and emisssaries to other peoples (when it is nescessary to entreat with them). Also, kitsune fenri tend to be more magically inclined, more drawn to it by their exceedingly curious nature. However, these are generalizations, and no role is unique to either strain.

Within a tribe, fenri are led by a triumvirate: a "windseeker", who acts as a spiritual guide, a "sibilant blade" who acts as a protector, and a "lorespeaker" who acts as the keeper of laws and customs. As a trio,
these three make all the decisions concerning the tribe. Males and females are equal within the tribe, as all members are. No one member has a greater value than another; all have equal worth and contribute as they best can. Disputes between tribal members--even between whole tribes--are settled through "blood trials"; one-on-one competitions between selected champions. Despite the name of these, the drawing of blood is not always a given. Sometimes, these trials consist of non-combat competitions such as endurance races, locating of a needed supply, or various tests of skill and strength.

The appearance of a fenri varies greatly, with wulven being wolf-like and kitsune, more like a fox. Wulven tend to be slightly larger and more massive of build, wiry and strong, than the more slender and fleet-footed kitsune. Fur colors vary, with wulven tending towards darker colors such as midnight black and smokey grey and kitsune being somewhat lighter in fur color in shades of tan or orange. At first glance, fenri may seem to be lycanthropes and could be mistaken for a werewolf, but unlike those, fenri cannot shapechange, are not afflicted by and cannot afflict the moon frenzy curse, do not have natural regeneration, and are invariably more predictable and reasoning. Still, like any beast of the wild, at times even a fenri may give in to beastial rage when duly provoked. Threatening members of a fenri's tribe is the surest way to do such a thing.

Play a fenri if you want . . .
- to be a wolf or fox-like hero.
- to be an explorer of the natural world and it's beauty.
- to be a member of a race that favors the druid, ranger, shaman, and warden classes.

EDIT: This race is somewhat "elfish". Anyone who can help with alternative bonuses/powers and such to help it distinguish itself would be great. Otherwise, I am okay with the overlap I suppose!
 
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Heya, I had a quick look at your race because I too designed a canine race (though for a more sci-fi setting), I like the direction you've taken, especially the connection to the moon, but there are two of the features that don't sit quite right with me:

Moonwild - a brilliant idea, but with unbalanced execution. Tying the heal bonus to a stat makes this feature brilliant for some classes and pointless for others; a character that uses Wis as a dump stat (8 or 10) gets no effect whatsoever, while a class that has Wis as it's primary attack stat (18, or possible 20 for a Kitsune) could effectively gain a larger bonus than their surge value was to start with! I would suggest changing the bonus to a die, probably a d4 or d6.

Natural Weapons - While not broken, this seems a little extraneous as there is already a mechanic in place for races with natural weapons (gnoll PCs), I suggest you port over the gnoll rules for your race (this also gives you a couple of ready made racial feats).

If you're interested in seeing how I approached the wolfy race concept here's a link: Averoux.
 

I always thought of wolves as stealthy (stealth) and foxes as tricksters (bluff).
There is a slight issue with a static +2 to damage with unarmed attacks. For a class that uses unarmed attacks such as a monk it gives a static, untyped +2 damage bonus which is (IMO) imbalanced (especially since fox fenri are optimized monks).
Also, the Fenri aren't proficient with unarmed attacks (but I'm sure this was just an oversight).
You could make Fenri proficient with unarmed attacks (+3 prof) and even increase the damage die from 1d4 to 1d6 and give it the off-hand property (this gives them "claws" without making monk fenri too strong).
If you want a damage bonus for their claws, I would suggest balancing it by making it a feat bonus. Fenri weapon training could give them +2 feat bonus to damage when making unarmed attacks. This is balanced relative to other races, and allows monk fenri to take advantage of claws.

Edit: I just hope that furaffinity doesn't find out what we're doing...
 

The traits are in general too circumstantial. Very little in 4E is dependent on specific terrain, for example, as Moonwild and Foreststrider are, for the reason that such traits end up depending on the campaign either overpowered or useless. Natural Weapons and Predator's Eye (which: if you have to clarify that it's not somebody else's trait, it's probably time to think of a different name ;)) are circumstantial for a race in that they pigeon a race into specific niche (in this case, unarmed ranged weapon user?).

Racial traits should in general be useful to every type of character, because any character may use them. Such things as Natural Weapons or Predator's Eye are great for feats, though, as Fragsie mentions.

(Foreststrider also is not at all clear in how works, in that it takes a minor action but it takes place before or after making an attack? Its present form needs a Trigger or Special entry at the least to clarify when it can be used.)
 

Around day dog is right. Giving a race a specific ability that works in woodlands is dependent on the campaign.

Races submitted for others are more likely to be used if their abilities are versatile. Take the elven 'wild step' racial trait for example (elves ignore difficult terrain when they shift). The power is clearly designed with a 'woodland' setting in mind, but can work in many settings and campaign worlds.

If you want races to have powers that only work in woodlands, then the campaign needs to be designed with that in mind. That said, if you make your campaign right, you should be able to use this variant of your race unchanged. I would just suggest submitting a more watered down, general version of the race when you offer it to others. You sacrifice flavor to make the race more usable in other campaigns.

Edit: Just noticed that this is intended for Faerun. It could actually be quite a good fit for such a campaign as it features many natural woodlands. I'm running a game in forgotten realms too right now.
 
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(Foreststrider also is not at all clear in how works, in that it takes a minor action but it takes place before or after making an attack? Its present form needs a Trigger or Special entry at the least to clarify when it can be used.)

Oh come on now--it says "before or after you make an attack" right there in the power's description! :hmm:

Also, I differentiated my Predator's Eye power's name from the Bugbear's Predatory Eye just for these forums, to head off any responses about the name already being used. I am keeping the name b/c I like it. Also, this is fine b/c god knows 4ed has tons of overlapping, similar sounding names "war-den/war-lord/war-lock, ____ Strike, etc. etc.). :p
 

Made two adjustments:
1) Moonwild is now enhanced by a neutral (in regards to racial Stat bonuses) stat modifier (Charisma), whereas before it was Wisdom based (which benefited the Kitsune a bit more).
2) The fenri's natural claw attack is completely re-written and hopefully makes more sense than the first incarnation.
 

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