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<blockquote data-quote="EditorBFG" data-source="post: 2656367" data-attributes="member: 24719"><p>This is something I did for a fantasy setting. Might be adaptable.</p><p></p><p><em><strong>Wolfkin</strong></em></p><p><em>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.</em></p><p><em>Relations: Most intelligent races despise Wolfkin, except for ogres, goblins, and the most ardent followers of evil.</em></p><p><em>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.</em></p><p><em>Language: Wolfkin speak their own language, as well as common.</em></p><p><em>Names: Wolfkin are fascinated by language, and tend to have sibilant, imposing, or elegant names that belie their savage natures. </em></p><p><em></em></p><p><em>Wolfkin Racial Features:</em></p><ul> <li data-xf-list-type="ul"><em>Dexterity +2, Intelligence -4</em></li> <li data-xf-list-type="ul"><em>Medium size.</em></li> <li data-xf-list-type="ul"><em>Wolfkin base speed is 30 feet. </em></li> <li data-xf-list-type="ul"><em>Automatic Languages: Common and Wolfkin. </em></li> <li data-xf-list-type="ul"><em>Bonus Languages: Abyssal, Draconic, Elven, Gnoll, Gnome, and Ogre.</em></li> <li data-xf-list-type="ul"><em>Their exceptional sense of hearing gives Wolfkin +4 to their Listen checks.</em></li> <li data-xf-list-type="ul"><em>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.</em></li> <li data-xf-list-type="ul"><em>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.</em></li> <li data-xf-list-type="ul"><em>Wolfkin gain the bonus feat Track.</em></li> <li data-xf-list-type="ul"><em>Wolfkin have sharp teeth. They may choose to deal lethal damage with their grappling attacks by biting.</em></li> <li data-xf-list-type="ul"><em>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. </em></li> <li data-xf-list-type="ul"><em>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.</em></li> <li data-xf-list-type="ul"><em>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.</em></li> <li data-xf-list-type="ul"><em>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.</em></li> <li data-xf-list-type="ul"><em>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.</em></li> <li data-xf-list-type="ul"><em>Silver Manacles or other silver bindings placed on a Wolfkin add +10 to the DC of all Escape Artist rolls.</em></li> <li data-xf-list-type="ul"><em>Favored Class: Ranger. A multiclass Wolfkin’s ranger class does not count when determining whether he suffers an XP penalty for multiclassing.</em></li> </ul><p></p><p><em>Height: 50" + 5d4 </em></p><p><em>Weight: Base is 140 lbs. with a modifier of 4d6.</em></p><p><em>Age: Starting: 13 + 1d6 years</em></p><p><em>Middle: 28 years</em></p><p><em>Old: 35 years</em></p><p><em>Venerable: 49 years</em></p><p><em>Maximum: 49 + 1d12 years</em></p><p></p><p>Hope this can be of some use.</p></blockquote><p></p>
[QUOTE="EditorBFG, post: 2656367, member: 24719"] This is something I did for a fantasy setting. Might be adaptable. [I][B]Wolfkin[/B] 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: [list] [*]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.[/list] 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[/I] Hope this can be of some use. [/QUOTE]
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