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I Was wondering!!!

I was wondering if anyone has made a Wolf-Man or Wolfen type race for the D20 system either 3.0 or 3.5 whichever? I have a very cool Ranger idea and that came from the Confrontation box set of the Howling Pack and the Wolfen with the rifle would be a really cool character to play as either a character or as an NPC but I need stats for a race for a Wolfen/Wolfman race. Please respond if you have done this race all ready...
 

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Angel Tarragon

Dawn Dragon
Traveller's Vargr?

[sblock=Vargr]Vargr Racial Traits
  • +2 Dexterity, -2 Strength, -2 Constitution
  • Vargr base speed is 40 feet (12 meters)
  • Madeium-size. Vargr receive no special bonus or penalties due to size
  • Eyesight is much sharper than human sight, but has a more limited range of color sensitivity. They receive a +2 on all Search checks.
  • Hearing is excellent, extending into lower ranges beyond the level of human capability. They receive a +2 on all Listen checks.
  • Vargr also posess a keen sense of smell, gaining them a +1 on all Spot checks.
  • Vargr enjoy a +1 BAB when attacking with their claws or bite. An unarmed Vargr may make two claw attacks (1d4+ STR Modifier in damage each) as a standard action or may try to bite an opponent (1d6+3 damage) as a standard action each round.
  • Vargr have a special characteristic know as Prestige that is based on the character's Charisma when dealing with other Vargr. It measures a Vargr's status (not necessarily self worth) among his or her peers Initially the Prestige score is equal to the character's Charisma divided by 3 (round down, minimum of 1). When a new level is achieved the referee should determine if the character will gain or lose one point of Prestige (or remain at the same score) based on the actions of the charater since they last gained a level. Actions of notoriety (good, bad or otherwise) are more likely to improve Prestige than actions that gain little or no publicity. Prestige gaining actions include leadership of a mission, promotion to an impressive post or rank, particularly flamboyent execution of a task, defeat of a notorious foe or avoiding destruction at the hands of such a foe while carrying out actions that diminish them. Prestige loss is likely when a character suffers public defeat or humiliation, is eclipsed by another character of lesser Prestige, or is forced to back down publicly. For high Prestige characters, simply not gaining more Prestige implies that they have started "playing it safe". Prestige will be lost if the character stops trying to build their legend.
  • Automatic Languages: Irilitok and Galanglic (Vargr and Common for a fantasy game).
[/sblock]
 

Dragonhelm

Knight of Solamnia
Dragon's campaign classics issue has 3e stats for the Lupin from Mystara. IIRC, there's bonuses for lupin ranger characters. I think their favored enemy is werewolves.
 



EditorBFG

Explorer
This is something I did for a fantasy setting. Might be adaptable.

Wolfkin
Origins: The true history of the Wolfkin is a matter of much discussion and controversy. Some say they were men cursed for some great betrayal, others believe an evil god spawned them to torment humans and other races. The tale told by the Wolfkin is the most disturbing of all. Wolfkin shamans say they are descendants of a pack of wolves which exterminated a human tribe, and that by devouring so much human flesh, those wolves somehow absorbed the knowledge of how to walk on two-legs. This myth accounts for many Wolfkin’s predilection for human flesh: every time they eat man-flesh, they believe they grow smarter.
Relations: Most intelligent races despise Wolfkin, except for ogres, goblins, and the most ardent followers of evil.
Alignment: Wolfkin tend towards Chaos and Evil in their alignments. The overwhelming majority are Chaotic Evil, though Neutral Evil and Chaotic Neutral are not unknown. Some leaders are Lawful Evil.
Language: Wolfkin speak their own language, as well as common.
Names: Wolfkin are fascinated by language, and tend to have sibilant, imposing, or elegant names that belie their savage natures.

Wolfkin Racial Features:
  • Dexterity +2, Intelligence -4
  • Medium size.
  • Wolfkin base speed is 30 feet.
  • Automatic Languages: Common and Wolfkin.
  • Bonus Languages: Abyssal, Draconic, Elven, Gnoll, Gnome, and Ogre.
  • Their exceptional sense of hearing gives Wolfkin +4 to their Listen checks.
  • Wolfkin have an exceptional sense of smell. All Wolfkin gain the Scent feat. In addition, a Wolfkin may detect the special scent of a lycanthrope with an Intelligence check vs. DC 8. Wolfkin can identify the species of a creature by scent with an Intelligence check vs. DC 8 if they have encountered that scent before. Wolfkin can identify a particular person by scent with an Intelligence check vs. DC 12. A Wolfkin can also make an Intelligence check vs. DC 15 to tell if a creature's shape has been altered through a supernatural means other than lycanthropy, such as magic.
  • Wolfkin get a Spot check at +2 versus a DC based on the caster's level (or creature hit dice) to detect invisible, ethereal, or phased beings within 10 feet.
  • Wolfkin gain the bonus feat Track.
  • Wolfkin have sharp teeth. They may choose to deal lethal damage with their grappling attacks by biting.
  • Low-light Vision: Wolfkin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Because of their sharp senses of hearing and smell, Wolfkin suffer a -2 penalty to all saves vs. sound and gas attacks, as well as fortitude saves to resist the effects of noise and very strong odors.
  • Because Wolfkin rely so heavily on their sense of smell, overly strong smells or concentrations of gas in an area can disrupt many of their natural abilities. In the presence of such distractions, Wolfkin must make a Fortitude save vs. DC 12 or lose all smell based racial abilities (their Track feat, ability to Spot invisible/phased/ethereal presences, etc.). The abilities return immediately once the Wolfkin is away from the smell. If the smell is Wolfsbane, the DC is 25.
  • Wolfsbane is poisonous to all Wolfkin. If they are forced to ingest it, they must make a Fortitude save vs. DC 15 or take 1d4 Constitution damage, which heals naturally at a rate of one every two days. Weapons coated in wolfsbane extract cause Wolfkin great pain, and they must make a Will save (DC 12) not to either retreat or focus all their attacks on any opponent who wounds them with such a weapon.
  • Wolfkin take double normal damage from silver weapons. They must make a Will save (DC 12) not to focus all their attacks on any opponent who wounds them with such a weapon.
  • Silver Manacles or other silver bindings placed on a Wolfkin add +10 to the DC of all Escape Artist rolls.
  • Favored Class: Ranger. A multiclass Wolfkin’s ranger class does not count when determining whether he suffers an XP penalty for multiclassing.

Height: 50" + 5d4
Weight: Base is 140 lbs. with a modifier of 4d6.
Age: Starting: 13 + 1d6 years
Middle: 28 years
Old: 35 years
Venerable: 49 years
Maximum: 49 + 1d12 years


Hope this can be of some use.
 

Thanks and It looks like something it would be right up what I wanted. I will copy it and look this race over and compare it to the Race in OGL Steampunk setting.
 


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