LUPINOID: THE LUPINOID RACE

Lupinoids are an intelligent, canine-like race. These dog-like men (or wolf-like) are really nothing like werewolves, though sometimes they are mistaken for such. They have no connection to these lycanthropes, however. They are also sometimes mistaken for their distant cousins, the Gnolls, but they hate the gnolls with a passion for this and other reasons.

The lupinoid race is well known for its ability to bond with lesser wolf-like, dog-like, or canine type animals. In particular, once they reach majority age (in this case 15 years old) they may thereafter bond with one special animal (a dog, or a wolf, page 195 or 204 in the Monster Manual, respectively). They may NOT bond with Winter Wolves, Worgs, or similar creatures since these are too strong and independent. This bond is like a wizard's familiar inasmuch as they will gain the following bonuses as long as the familiar is alive and within one mile of their master or mistress:

+1 bonus on initiative rolls (they are more alert and may go sooner).
+1 bonus to all saving throws.

They may communicate with one another, as if speaking the Common language. This is not mental, but it is instead a verbal communication, though others listening will not be able to understand the conversation unless they employ magic similar to Speak With Animals or the like or can normally communicate with such an animal.

Lupinoids may normally communicate with dogs and wolves and most canines, though this is more empathetic as such animals (of animal intelligence) have little to say. That is, Lupinoids have the Animal Empathy skill, but only for dogs and wolves and canines.

Their familiar, however, once bonded to them, gains in intelligence and wisdom and usually has values there comparable to the Lupinoid's own scores. Thus, they have more to talk about and can communicate each other's experiences to one another - as in tell each other what they saw when they were apart, for example. As such, they become close friends. The familiar's longevity also increases to be comparable to the Lupinoid's own life span. If the Lupinoid becomes a spell caster, they may cast personal spells on their familiar just as a wizard might.

If this familiar is ever killed, it may never be replaced by natural means due to the race (a one-time deal), but may be replaced with a normal familiar if this PC is a wizard or sorcerer. Lupinoids know and appreciate this, and never willingly risk their familiar's life foolishly.

Lupinoids develop very close, permanent bonds. Like wolves, they also mate for life once they take a spouse, and if they are ever separated by death, they will never mate again. Lupinoids make friends slowly, but once they acknowledge you as a friend, it is for life.

Lupinoids are strong and fast, and have remarkable endurance. They make excellent rangers because of this. They shun armor, however, and rely on either magic or just their natural protection of DEX and a thick, fur coat. Lupinoids usually wear nothing, unless in mixed company or other cultures when they tend to wear supple leather garments. But if well groomed, their coat of fur is quite thick and impressive by itself. It often ranges anywhere from silvery white to dark brown or black in appearance, and typically has a nice shine to it. Disreputable humans may even hunt Lupinoids for their pelt, which might fetch as much as 500 GP from unscrupulous buyers.

Males and females appear quite similar (to humans) and it's hard to tell them apart (except by scent and only then if you have exceptional olfactory traits, like gnomes do).

They reach majority age at 15 years, developing faster than humans do. They live between 60 and 70 years, though some few approach mid 80's.

LUPINOID RACIAL TRAITS
(Add these if your PC's race is LUPINOID)

+1 STR
+2 DEX
-1 INT
-1 WIS
-1 CHA (due to limited need or desire to engage in socialization beyond normal, or the greater care and time they spend making sure of their friends, Lupinoids are generally quite aloof).

Medium Size
Base Speed 40

Base AC 13 (+3 natural, due to thick, fur coat). They will not wear other armor, but may wear magic cloaks or robes, bracers, or other similar protections. If so, treat their fur as leather armor (AC 13), though it does not interfere with spell casting in any way. This protection may stack or may not, depending on the type of magical protection.

Endurance: They have this feat for free.
Alertness: (if they have a familiar within one mile). If so, these bonuses stack with their other bonuses (for initiative and saving throws, when applicable).
Animal Empathy (if bonded with a familiar, but only with dogs and wolves or other canines).

-1 to the DC for all tracking rolls (if the lupinoid is a ranger or acquires the tracking feat in another manner). This is due to keen olfactory senses and a certain amount of nature lore.

+2 bonus on Alchemy checks, or other rolls involving their keen olfactory senses (smell).

Though it will provoke an attack of opportunity, a lupinoid may deliver a vicious bite attack with +1 to the attack roll. If it hits, it will inflict 1d6+1 damage. No other STR or DEX bonuses apply). They may not do this if they are also using a normal melee weapon, however.

LUPINOID CULTURAL TRAITS
(Add these if your PC grew up in a LUPINOID culture)

The Lupinoid race is highly religious, worshiping nature and a wide variety of nature deities. They greatly respect druids and often seek them out to aid them in any way they can. Due to social opportunities like this, they have advantages if they become rangers, clerics (of a nature deity), or druids.

+2 attack bonus vs. Gnolls. Their intense hatred of all gnolls (they are distantly related to gnolls and hate the fact they are sometimes confused for gnolls, and that these evil gnolls gives 'them' a bad name) and their training and preparations to fight gnolls give Lupinoids a +2 attack bonus vs. Gnolls. Lupinoids and Gnolls are often at war, competing for the same sorts of terrain and land.

Languages: Lupinoids have their own, barking-like language, but they also speak the Common tongue and also that of their archenemies, the Gnolls (Gnollish). They may also may learn from the following: Elven, Gnomish, Sylvan, other Woodland Beings (if the DM OKs it).

Favored Class: +500 XP to the class of Ranger or Cleric or Druid at 1st level IF this is their first class.

© February of 2002
by
James L.R. Beach
Waterville, MN 56096