And in homage to the lupin of Mystara, my version of the lupin, athropomorphic style. Enjoy! - KF72
Note: This version of the lupin, as well as my version of the rakasta are for my World of Kulan campaign setting. These new races will replace what I've previously designed for those two races, with some more modifications. The badder, while named in homage to the Gamma World race of the same name, is goign to be a race for my Time of Ages campaign setting (steampunk).
Lupin (of Kulan)
Medium-Size Monstrous Humanoid (Lupine)
Hit Dice: 2d8+4 (13 hp)
Initiative: +2 (Dex)
Speed: 40 ft.
AC: 14 (+2 Dex, +2 natural)
Attacks: Bite +4 melee; or by weapon +3 melee; or by weapon +4 ranged
Damage: Bite 1d6+1; or by weapon
Face/Reach: 5 ft. / 5 ft.
Special Attacks: Blind-fight (feat), trip
Special Qualities: Darkvision 60 ft., detect invisible foes, scent, track (see text), wolfsbane weakness
Saves: Fort +2, Ref +5, Will +5
Abilities: Str 13 (+1), Dex 15 (+2), Con 15 (+2), Int 11 (+0), Wis 14 (+2), Cha 10 (+0)
Skills: Hide +4, Listen +4, Move Silently +4, Spot +4, Survival +4*
Feats: Desert Dweller, Weapon Finesse (bite) (B)
Climate/Terrain: Triadora – desert, hill, plains, and mountains
Organization: Solitary or pair
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +3
Lupins are humanoids, with dog-like heads, native to the continent of Triadora in the Southern Hemisphere of Kulan. They live as isolated individuals and never gather as packs. However, they do mate for life and can often be found living in mated pairs while raising children. At all other times, these mates wander Triadora alone. Why the lupins of Kulan are so individualistic is unknown, as when they meet during their travels they greet each other as long time friends. Even if they have never met before.
While lupin fur is very short, some tend to shave their entire body to keep from overheating under the hot sun of Triadora. They also tend to dress in long silk robes and almost always cover their heads while traveling (as per traditional Arabian clothing). Lupins stand roughly five to six feet in height.
Lupins speak their own racial language.
Combat
Lupins are solitary by nature and, while usually friendly, are often prone to being suspicious of strangers. Thus, they tend to attack first and question opponents second. Rarely do they attack to kill, however, unless they are sure their opponents are evil.
Wolfsbane repels lupins. The substance is even more poisonous to them than it is to humans. Wolfsbane ingested by a lupin acts as a poison [a failed Fortitude saving throw (DC 15) indicates death, while success indicates a loss of 20 hit points].
Fortunately, the keen senses of a lupin nearly always alert it in time to avoid ingesting the substance. If wolfsbane is somehow injected into a lupin's bloodstream, it has the following effect – a failed Fortitude saving throw (DC 18) causes a 50% drop in all ability scores for 1d3 days.
Bonus Feats (Ex): Lupin characters automatically gain the Blind-Fight Feat at 1st level and can use the Tracking feat untrained at half their normal wisdom.
Detect Invisible Foes (Ex): When confronted with invisible creatures, a lupin receives a +4 bonus to any saving throws made for detection. A lupin automatically gets a Will saving throw (with the bonus) when an invisible creature approaches within 10 feet and during every round the invisible being remains that close. The lupin does not automatically know where the invisible creature is, just that it is close by; locating it still requires other clues. Lupins can also use this ability to detect the presence of ethereal creatures, such as ghosts, phase spiders, or someone wearing plate mail of etherealness. They recognize the difference between things ethereal and those simply invisible but gain no special attack or defense capabilities against ethereal beings.
Scent (Ex): A lupin can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.
Because of their keen senses, lupins must make an additional Fortitude saving throw (DC 15) against attacks based on odor (such as those made by ghasts or stinking cloud spells) or sound (such as a banshee's wail or a harpy's song) beyond any save normally required.
Trip (Ex): A lupin that hits with its bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the lupin.
Skills: *A lupin receives a +4 racial bonus to Survival checks when tracking by scent. Lupins also have a +2 bonus to the Listen skill (which they must still acquire normally).
Lupin Society
All lupins love to travel and have been spotted as far away as Janardun and Kanpur. While they haven’t any particular bent towards sailing like the Sons of the Horn or the Xanth, they do love the senses of the sea, from a more aesthetic point of view.
It is unknown where this race of lupin came from, as they are not native to Kulan and their race has never heard of Mystara or the lupins there. However, many of them have sought a way to visit that world to see if they are indeed the same race as Mystaran lupin
Lupin Characters
A lupins favored class is ranger. They also tend to be become bards, psions, and rarely sorcerers. Lupins often become multiclassed ranger/clerics, ranger/rogues, or ranger/druids.
Lupin clerics may worship any of the Other Gods of Triadora but most often pick Kahal or Kasht as their patron. Cleric of Kahal may choose any two of the following domains: Animal, Chaos, and Travel. Clerics of Kasht may choose any two of the following domains: Good, Healing, and Protection.