Another D&D thing
Posted: 2005-04-13 10:49pm
OK, after the trouble with my last creation, I took awhile to think this one through and make stats for it. While I'm busy banging out a more playable version of Charade (and no doubt ripping a few locks from my head while I'm at it), take a moment to check this out. Constructive comments, questions, and suggestions will be greatly appreciated.
HALF-WOLF
Size: Medium
Type: Humanoid
Hit Die: d10+2 (7 hp)
Initiative: +6
Speed: 30 ft (6 squares), all fours 40 ft (8 squares)
Armor Class: 17 (+3 Dex, +4 Natural), touch 13, flat-footed 15
Base Attack/Grapple: +1/+5
Attack: Claw +4 melee (1d4+1)
Full Attack: 2 claws +4 melee (1d4+1), and bite +0 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: 2 claws +4 melee (1d4+1), and bite +0 melee (1d6+1)
Special Qualities: Wolf empathy, Low-light vision, scent, immunity to lycanthropy
Saves: Fort +4, Ref +2, Will +1
Abilities: STR 98, DEX 73, CON 73, INT 73, WIS 72, CHA 67
Skills: Climb +2, Intimidate +4, Jump +2, Swim +2, Listen +2, Spot +2, Hide +2, Sense Motive +2, Survival +2
Feats: Alert, Improved Initiative, Track
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: By Class
Level Adjustment: +1
(Note: abilities were rolled up using the d100 system. According to d20 they would be STR 20, DEX 12, CON 12, INT 12, WIS 12, CHA 11)
(Note 2: The half-wolf presented here is depicted as a 1st-level Fighter. Re-make abilities, skills, and feats as befitting different character classes)
A strange amalgamation of human and wolf, covered in brown fur and with humanlike chestnut hair tied back tightly. Its eyes gleam with intelligence but lack the burning malevolence of a werewolf.
Years ago, a conclave of wizards attempted to create a new kind of werewolf, one that possessed all of such a creature's strength, but lacked its drawbacks. Their experiment was more or less successful, but the conclave was wiped out by a holy order and the creatures escaped into the surrounding forests. Without the magical control exercised over them by the wizards, their bloodthirstiness disappeared and they retreated into the wilds. However, their intelligence and natural inquisitiveness means they tend to be seen in more civilized areas as well, sometimes passing themselves off as lesser werewolves if it suits them. Half-wolves are solitary creatures, but their human side tends to draw out their loneliness if they spend too long with only themselves as company.
Half-wolves and werewolves do not get along as the lycanthropes consider the half-wolves to be freaks of nature, and the two will fight at the slightest provocation.
Half-wolves speak Common and Sylvan. Some may also know Orc or Gnoll from efforts made to join a community.
Combat
Half-wolves generally prefer to run from fights or frighten opponents into fleeing, but when pressed they use their claws and bite attacks in melee fights and may also use weapons that they have found or fashioned for themselves.
Wolf Empathy: Much like werewolves, half-wolves communicate with wolves and dire wolves, though their Charisma check must be rolled at a -4 because wolves do not trust their scent (an unnatural mix of human and wolf).
Move on All Fours: Because of their unusual anatomy, a half-wolf can move on either two legs or all fours at their discretion, however their carrying abilities do not increase. A half-wolf on all fours cannot make claw attacks.
Skills: A half-wolf gains a +2 racial bonus on Survival checks when tracking by scent.
Immunity to Lycanthropy: Because werewolf blood was used in their creation, half-wolves cannot be inflicted with lycanthropy. This trait has the side effect of creating yet another bone of contention between half-wolves and werewolves.
Half-wolves as Characters
HALF-WOLF
Size: Medium
Type: Humanoid
Hit Die: d10+2 (7 hp)
Initiative: +6
Speed: 30 ft (6 squares), all fours 40 ft (8 squares)
Armor Class: 17 (+3 Dex, +4 Natural), touch 13, flat-footed 15
Base Attack/Grapple: +1/+5
Attack: Claw +4 melee (1d4+1)
Full Attack: 2 claws +4 melee (1d4+1), and bite +0 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: 2 claws +4 melee (1d4+1), and bite +0 melee (1d6+1)
Special Qualities: Wolf empathy, Low-light vision, scent, immunity to lycanthropy
Saves: Fort +4, Ref +2, Will +1
Abilities: STR 98, DEX 73, CON 73, INT 73, WIS 72, CHA 67
Skills: Climb +2, Intimidate +4, Jump +2, Swim +2, Listen +2, Spot +2, Hide +2, Sense Motive +2, Survival +2
Feats: Alert, Improved Initiative, Track
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: By Class
Level Adjustment: +1
(Note: abilities were rolled up using the d100 system. According to d20 they would be STR 20, DEX 12, CON 12, INT 12, WIS 12, CHA 11)
(Note 2: The half-wolf presented here is depicted as a 1st-level Fighter. Re-make abilities, skills, and feats as befitting different character classes)
A strange amalgamation of human and wolf, covered in brown fur and with humanlike chestnut hair tied back tightly. Its eyes gleam with intelligence but lack the burning malevolence of a werewolf.
Years ago, a conclave of wizards attempted to create a new kind of werewolf, one that possessed all of such a creature's strength, but lacked its drawbacks. Their experiment was more or less successful, but the conclave was wiped out by a holy order and the creatures escaped into the surrounding forests. Without the magical control exercised over them by the wizards, their bloodthirstiness disappeared and they retreated into the wilds. However, their intelligence and natural inquisitiveness means they tend to be seen in more civilized areas as well, sometimes passing themselves off as lesser werewolves if it suits them. Half-wolves are solitary creatures, but their human side tends to draw out their loneliness if they spend too long with only themselves as company.
Half-wolves and werewolves do not get along as the lycanthropes consider the half-wolves to be freaks of nature, and the two will fight at the slightest provocation.
Half-wolves speak Common and Sylvan. Some may also know Orc or Gnoll from efforts made to join a community.
Combat
Half-wolves generally prefer to run from fights or frighten opponents into fleeing, but when pressed they use their claws and bite attacks in melee fights and may also use weapons that they have found or fashioned for themselves.
Wolf Empathy: Much like werewolves, half-wolves communicate with wolves and dire wolves, though their Charisma check must be rolled at a -4 because wolves do not trust their scent (an unnatural mix of human and wolf).
Move on All Fours: Because of their unusual anatomy, a half-wolf can move on either two legs or all fours at their discretion, however their carrying abilities do not increase. A half-wolf on all fours cannot make claw attacks.
Skills: A half-wolf gains a +2 racial bonus on Survival checks when tracking by scent.
Immunity to Lycanthropy: Because werewolf blood was used in their creation, half-wolves cannot be inflicted with lycanthropy. This trait has the side effect of creating yet another bone of contention between half-wolves and werewolves.
Half-wolves as Characters
Code: Select all
- No Ability modifications
- Medium size
- Space/Reach: 5ft./5ft.
- Base land speed 30 ft., all fours 40 ft.
- Low-light vision
- Hit Die: by class
- Racial Skills: Half-wolves gain skill points according to their character class. Half-wolf racial skills are Listen, Sense Motive, Survival, and Spot
- Racial Feats: Half-wolves gain Track as a bonus feat
- Weapon Proficiency: Half-wolves are proficient with their natural weapons and all simple weapons
- +4 natural armor bonus
- Special attacks: Bite (1d6+1), Claw (1d4+1)
- Special Qualities: Wolf empathy, move on all fours, natural weapons, scent, immunity to lycanthropy
- Saves: Fortitude 2, Reflex 2, Will 1
- Automatic languages: Sylvan, Common. Bonus languages: Elven, Gnoll, Gnome, Halfling, Orc
- Gold: 3d4 X 10
- Favored Class: Fighter
- Level Adjustment: +1