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===The Many Breeds Depiction=== As mentioned above, these stats first appeared in Dragon #237, which focused on the Lupins as dog-people from the pseudo-French kingdom of Renardy. When they first appeared in [[The Voyage of the Princess Ark]], Lupins were described as coming in all sorts of canine shapes and sizes and... well, Advanced Dungeons & Dragons was a complicated time, and so the author of their article decided to embrace the possibility for specific strains of lupin, resulting in the insanity you see below. Firstly, you gotta choose what kind of Lupin you are; there are eight "Breed Types", which determine class restrictions and max levels, causes adjustment to thieving skills, and affects their ability score minimums and maximums. Then, you have to choose a specific Lupin race, which affects your ability score modifiers, movement value, bite damage and sense category, as well as potentially giving you other unique racial traits. Lupins dual-class like humans instead of multi-classing. Also, they cannot be generalist wizards; all lupin mages are Diviners, Abjurers, Evokers/Invokers or Necromancers. '''Guardians''' are the largest, strongest and most protective of the Breeds. They have a Minimum Strength of 12 and a Maximum Intelligence of 16. They can become 15th level Fighters, 12th level Rangers, 15th level Clerics, 9th level Druids, and 9th level Bards. * ''Doggermen'' have +1 Strength, -1 Intelligence, a movement value of 12, a bite that inflicts D6+1 damage and Medium Senses. They gain a +2 bonus to Intelligence checks relating to memory, observation or deduction and a free proficiency point in Intimidation. * ''Maremmas'' have +1 Strength and Charisma, -1 Dexterity and Intelligence, a movement value of 12, a bite that inflicts D6+1 damage and Medium Senses. They can become Paladins of up to 12th level, uniquely among their Breed. Maremmas can only be surprised by a roll of a 1 on a d6 and can make a Wisdom check to try and spot hidden foes. * ''Mastiffs'' have +2 Strength, +1 Constitution, -1 Intelligence, -1 Dexterity, -1 Wisdom, a movement value of 12, a bite that inflicts D6+2 damage and Low Senses. Their durability and stubbornness are incredible; when they take damage equal to or greater than 1/3rd of their current hit point total, half of the damage (rounded down) is converted into "stun damage", with the mastiff only falling when the combined damage totals reduces them to zero hit points. If they are not killed (reduce them to -10 HP), they wake up in d6+4 (minus Constitution bonus) rounds, shrugging off all stun damage. They are also immune to magical and mundane sources of fear. * ''Pit-bulls'' have +1 Strength, +1 Dexterity, +1 Constitution, -2 Wisdom, -2 Charisma, a movement value of 12, a bite that inflicts D8 damage and Low Senses. They can become Thieves of up to 9th level, uniquely among their Breed. Most commonly seen in bull-fighting arenas, these lupins receive a +1 bonus to attack rolls against bulls and bull-like creatures, such as [[gorgon]]s and [[minotaur]]s. They have a berserker rage that makes them extra ferocious as fighters (either +2 to attack rolls, or +1 attack per round plus immunity to fear) at the cost of being unable to stop a fight before finishing it without passing a Wisdom check first. * ''Shar-Peis'' have +1 Strength, +1 Constitution, -2 Charisma, a movement value of 12, a bite that inflicts D6+1 damage and Low Senses. With a natural proficiency with polearms, they receive a +1 bonus to attack rolls with them and can forfeit all of their attacks in a round whilst wielding one to instead automatically deflect (difference between a shar-pei's attack roll and its THAC0) enemy attacks for that round. Any deflected attacks that would not have penetrated the shar-pei's THAC0 anyway result in the attacker taking damage. * ''Wolvenfolk'' have +1 Strength, +2 Constitution, -1 Intelligence, -1 Wisdom, -1 Charisma, a movement value of 12, a bite that inflicts D6+1 damage and Medium Senses. They are the only Guardian Breed Lupins who can become [[Wizard]]s, and are restricted to the [[Necromancer]] specialist wizard class. Bonded to Saimpt-Loup, the Immortal of death, mercy, and survival of the fittest, a wolvenfolk is granted some protection against death; so long as its alignment is not Lawful Evil, when a wolvenfolk meets an untimely death, it can make a Constitution check. On a success, it will revive in d4+2 rounds with one hit point, but this resurrection will cost it 2 levels and 1 Constitution point, and move it one step closer towards Lawful Evil. At Lawful Evil, it is too aligned with its patron Immortal and can no longer beg for such mercy. Additionally, wolvenfolk cannot be raised from the dead. * ''Ye Greate Dogges'' have +2 Strength, +1 Charisma, -1 Dexterity, -1 Constitution, a movement value of 15, a bite that inflicts 2D4 damage and Medium Senses. These lupins gain a free proficiency point in Leadership and can, once per day, radiate a 25ft aura of inspiration that is comparable to a Bless spell. '''Hunters''' are the races specialising in searching, retrieving and, obviously, hunting. They have a Minimum Intelligence of 12 and a Maximum Strength of 16. They can become 9th level Fighters, Rangers of any level, 9th level mages, 15th level clerics, 13th level Druids and 9th level Bards. * ''Basset Hounds'' have +1 Constitution, -1 Strength, a movement value of 9, a bite that inflicts D4+1 damage and High Senses. Bred to hunt low to the ground, they have a 90% chance of hiding in high grass and other dense vegetation, can see through dense vegetation to a range of 60 feet as per infravision in darkness, and receive a free proficiency point in Hunting and Outdoor Survival. * ''Beagles'' have +1 Intelligence, -1 Strength, a movement value of 9, a bite that inflicts D4+1 damage and High Senses. Beagle Bards do not suffer from level restrictions in that class. They receive a free proficiency point in Exploration and a +3 bonus to encounter reaction checks. * ''Bloodhounds'' have +2 Constitution, -2 Dexterity, a movement value of 9, a bite that inflicts D6+1 damage and High Senses. Bloodhounds may, twice per day, reroll a failed Track or Recognize by Scent check. Once per adventure, they may make an Intelligence check to "follow a hunch" and try to solve a problem that confounds them. * ''Chow-Chow'' have +1 Constitution, -1 Dexterity, a movement value of 12, a bite that inflicts D6 damage and High Senses. Originally bred by Ogre Magi as a delicious race of slave hunters, they have held a grudge against their former masters ever since their freedom. Chow-Chow have a 50% + their level chance to recognize a polymorphed being despite their transformation, which increases to 90% + their level if the being they are studying is really an ogre mage, and have a +1 bonus to initiative when in combat. * ''Foxfolk'' have +2 Dexterity, +1 Wisdom, +1 Charisma, -2 Constitution, -1 Strength, a movement value of 12, a bite that inflicts D4+1 damage and High Senses. Foxfolk druids do not suffer level restrictions, but Foxfolk cannot become Clerics. They have a unique "trap sense" that forces the DM to roll a d6 whenever the foxfolk is near a trap; on a 3+, the foxfolk becomes aware that there is danger nearby, although not its location or origin. * ''Golden Retrievers'' have +1 Dexterity, +1 Charisma, -2 Wisdom, a movement value of 12, a bite that inflicts D6 damage and High Senses. They can become Paladins of up to 9th level, uniquely among their Breed. They gain a +1 to hit bonus with bows and slings, but must pass a Wisdom check to avoid chasing after any handheld object thrown at, by or away from the Lupin, unless it's obvious that chasing it would be deadly. DMs can assign bonuses or penalties to this Wisdom check as they see appropriate. Retrievers increase their Dexterity for two rounds if they fall into "retrieve!" mode. * ''Ispan Pistoleros'' have +1 Intelligence, -1 Constitution, a movement value of 9, a bite that inflicts D4+1 damage and High Senses. They are automatically proficient with firearms, and receive a +1 bonus to initiative and attack rolls with such weapons. They also receive a free proficiency point in Gunsmithing. * ''Nithian Ramblers'' have +2 Wisdom, +1 Dexterity, +1 Intelligence, -2 Strength, -2 Constitution, a movement value of 15, a bite that inflicts D4+1 damage and High Senses. Nithian Rambler clerics who choose a Nithian Immortal as their patron deity have no level restriction on their Cleric class. They can make a Wisdom check with a -2 penalty to sense if another Lupin bears [[Hutaakan]] blood in their lineage. * ''Renardois Folk'' have +1 Dexterity, -1 Wisdom, a movement value of 12, a bite that inflicts D6 damage and High Senses. Natural swashbucklers, the usual level restriction for Hunter Lupin fighters is waived for a Renardois Folk who has taken the Swashbuckler kit. Equally adept at pissing people off, they receive a free proficiency in Taunt. '''Shepherds''' are races traditionally associated with lives as herders and livestock farmers. They have a Minimum Wisdom of 12 and a Maximum Strength of 16. They can become 13th level Fighters, 12th level Rangers, 9th level mages, Clerics of any level, 9th level Druids and 13th level Bards. * ''Heldann Shepherds'' have a movement value of 12, a bite that inflicts D6 damage and Medium Senses. They receive +2 non-weapon proficiency points at first level and gain +1 non-weapon proficiency point each time they would naturally gain proficiency points. They have a +1 bonus to initiative rolls. * ''Shag-Heads'' have +1 Wisdom, -1 Dexterity, a movement value of 12, a bite that inflicts D6 damage and Medium Senses. Mystical beings, they are natural vassals for the Immortal Truth; at the DM's discretion, a shag-head may receive a vision of an important event (the death of an important person or someone of significant relation to the party, the crowning of a monarch, a battle, a storm, a building collapsing, a sinking ship, the anger of an Immortal, the awakening or birth of a creature of great good or evil, an approaching peril, etc.) once per adventure. During this augury, the shag-head levitates and shifts into a intangible, luminescent state, returning to normal in D4+2 rounds with all wounds cured. A shag-head must pass a Wisdom check to remember what they said during this trance. A shag-head may also choose two of the following skills; not only does it receive a free proficiency point in each of the skills chosen, all checks made for that skill receive a +1 bonus: Religion, Spellcraft, Astrology, Ancient Languages. * ''Stagovich Herders'' have +1 Strength, +1 Dexterity, -2 Intelligence, a movement value of 12, a bite that inflicts D6 damage and Medium Senses. Very protective of their traditional flocks of sheep and goats, this crosses into mildly xenophobic tendencies; a Stagovich Herder has an 80% chance to detect evil intent that is directed at itself, its allies or its flock, though this sense only warns the lupin that such intent is about, not where it is coming from or why. They have a free bonus proficiency point in Appraisal, Animal Handling and Animal Lore when making such checks related to sheep or goats. '''Workers''' are those races who form the backbone of lupin society, specializing in various hard labors. They have a Minimum Constitution of 12 and a Maximum Intelligence of 16. They can become 13th level Fighters, 15th level Clerics, Druids of any level, and 9th level Thieves and Bards. * ''Eusdrian Bulldogs'' have +1 Strength, -1 Charisma, a movement value of 9, a bite that inflicts D4+1 damage and Low Senses. They receive a free proficiency point in Intimidation and their thunderous bark mimics the effects of a Fear spell that affects all within a 30ft radius for 1d4 rounds (save vs. paralyzation to negate). * ''Glantri Mountaineers'' have +2 Strength, -1 Dexterity, a movement value of 9, a bite that inflicts D6+1 damage and High Senses. They can become Rangers of up to 15th level, uniquely among their Breed. They receive a free proficiency point in Mountaineering, Orienteering and Yodeling, and can Lay On Hands as if they were a Paladin. * ''Gnomish Snoutzers'' have +1 Dexterity, +1 Wisdom, -2 Strength, a movement value of 12, a bite that inflicts D4+1 damage and High Senses. They can accurately predict natural weather up to 6 hours in advance and have an inherent 80% chance to Pass Without Trace and Hide when attempting to use such skills in woodland terrain. * ''Norwold Malamutes'' have +2 Constitution, -1 Intelligence, -1 Wisdom, a movement value of 12, a bite that inflicts D6+1 damage and Medium Senses. They can become Rangers of up to 15th level, uniquely among their Breed. They are also unique amongst their breed in that they can become Druids, of unlimited level. When unencumbered, they can move across snow at their full normal speed. They also receive a +2 bonus to all saving throws vs. cold-based attacks. * ''Zvornikian Sentinels'' have +1 Wisdom, +1 Charisma, -1 Strength, -1 Intelligence, a movement value of 15, a bite that inflicts D6 damage and Medium Senses. They can become Paladins of up to 9th level, uniquely among their Breed. Natural fire-fighters, Zvornikian Sentinels receive a +2 bonus to all saving throws against fire-based attacks, which increases to a +3 bonus if they achieve membership in the elite fire-fighting regiment "The Knights of the Order of the Ember". Sentinels can also smell fires larger than common campfires with a +2 bonus to the attempt (+5 bonus for a blaze; 1 penalty per mile away). '''Vermin Hunters''' are smaller lupins who once specialised, as their name suggests, in killing rats and other pests. They have a Maximum Strength of 12 and a Dexterity of 19. They can become 9th level Fighters, Rangers, Wizards and Druids, 6th level Bards, 15th level Clerics, or Thieves of any level. * ''Blue Bandits'' have +2 Charisma, -2 Wisdom, a movement value of 12, a bite that inflicts D4+1 damage and Medium Senses. They can mask their scent, causing other lupins to automatically mistake their scent for that of another lupin (Bloodhound Lupins have a 50% chance to resist this trait). They also receive a free proficiency point that must be placed in either Gambling, Forgery or Finances. * ''Burrow Bandits'' have +1 Dexterity, +1 Constitution, -2 Wisdom, a movement value of 6, a bite that inflicts D4+1 damage and Medium Senses. * ''Das Hunds'' have +2 Dexterity, -2 Constitution, a movement value of 6, a bite that inflicts D4 damage and Medium Senses. Adroit rogues by nature, a Das Hund can either start with 90 thieving skill points instead of 60, or gain the ability to receive a 6 words or fewer answer to the question "what is this person's next immediate course of action?" by staring into a target's eyes for at least 1 minute and passing a Wisdom check. * ''Fennecs'' have +2 Dexterity, -2 Strength, a movement value of 6, a bite that inflicts D2 damage and Medium Senses. Preternaturally lucky, once per day, a Fennec may cause an immediate reroll of a single dice rolled by itself, an ally or an enemy. Their incredibly large ears give them correspondingly sharp hearing; they have a base Hear Noises chance of 40% + 2% per level. * ''Hounds of Klantyre'' have +1 Wisdom, -1 Constitution, a movement value of 6, a bite that inflicts D4 damage and Medium Senses. When facing rat-sized creatures with no magical defenses, Hounds of Klantyre who are wielding shortsword or smaller-sized weapons gain +1 attack per level they have. Hounds with the Cleric class treat their Turn Undead ability as if they were two levels higher; Hounds without the Cleric class instead are protected against the undead as if they were under the effects of a Protection from Evil spell. They can detect "type of undead" in the same fashion as detecting a race through the use of their scent ability. '''Wee Folk''' are the smallest races of lupins, roughly analogous to lap-dogs and other "housepets". They have a Minimum Intelligence of 12 and a Maximum Strength of 10. They can become 15th level Rangers and Wizards, 13th level Druids and 6th level Thieves. * ''Bouchons'' have +1 Wisdom, -1 Dexterity, a movement value of 9, a bite that inflicts D2 damage and Low Senses. Small but hardy and gregarious, they are expert vintners; bouchons treat their Constitution as 19 when drinking alcohol, save vs. poison as per dwarves, and receive a free proficiency point in Winemaking. * ''Carrasquitos'' have +2 Dexterity, -2 Constitution, a movement value of 6, a bite that inflicts 1 damage and Low Senses. They can become Clerics of up to 9th level, uniquely among their Breed. Surprisingly savage for their small size, Carrasquitos must pass a Wisdom check to willingly break away from an unfinished fight. They can move through overgrown terrain as per a 3rd level druid and any humanoid of gnollish size or greater suffers a -4 penalty to their To Hit rolls against a carrasquito. * ''Cimarron Hairless'' have +2 Intelligence, -1 Constitution, -1 Charisma, a movement value of 9, a bite that inflicts D2+1 damage and Low Senses. They have infravision 90 feet, are immune to paralysis caused by ghouls and other undead, and can detect secret doors on a 1-2 of a d6. * ''Ochalean Houndling'' have +2 Wisdom, -2 Charisma, a movement value of 6, a bite that inflicts D2 damage and Low Senses. These docile and passive lupins have a knack for avoiding trouble; in addition to a free proficiency point in Etiquette, a houndling who becomes involved in a conflict involving at least two other people besides themselves can cause the source of the trouble to focus on someone other than the houndling. This requires a Wisdom check whilst moving at MV 3 until completely out of sight, groveling and wheedling all the way. * ''Ochalean Crested'' have +2 Intelligence, -1 Constitution, -1 Charisma, a movement value of 9, a bite that inflicts D2 damage and Low Senses. Their level restriction in the Ranger class is 18th level rather than 15th. Once per day, an Ochalean Crested Lupin can switch out a memorized spell in order to duplicate the effects of another memorized spell of lower value. Additionally, they receive a free proficiency point in spellcraft. * ''Papillons'' have +2 Dexterity, -1 Constitution, a movement value of 9, a bite that inflicts D2 damage and Low Senses. They are natural escape artists, capable of escaping any bonds with a Dexterity check (although at a -5 penalty for magical bindings), squeezing into any tunnel that is at least a foot in diameter, and, for thieves, increasing its Open Locks skill by +15%. '''Nomads''' are free-roving races from the margins of Renardy. They have a Minimum Dexterity of 12 and a Maximum Strength of 16. They can become 15th level Rangers and Clerics, 13th level Fighters, Druids and Bards, 9th level mages or 6th level Thieves. * ''Long-Runners'' have +1 Dexterity, -1 Intelligence, a movement value of 18, a bite that inflicts D4 damage and Medium Senses. They receive a free proficiency point in Endurance and Appraisal. They treat their Constitution as being (value + (10 + 1/2 Constitution {rounded up}) when it comes to moving quickly over long distances. When a small, prey-like creature flees from a Long-Runner, it must make a Wisdom check to avoid chasing it, as per a Golden Retriever. * ''Borzoi'' have +1 Dexterity, -1 Intelligence, a movement value of 18, a bite that inflicts D4 damage and Medium Senses. Bred to hunt and kill lycanthropes, their saliva contains compounds that are toxic to so such shapechangers; a borzoi's bite is treated as being a silver weapon when attacking a lycanthrope, and forces a lycanthrope to make a save vs. poison or temporarily lose a Constitution point, being rendered unconscious and forced back to its true form at zero Constitution. Borzoi lupins are immune to lycanthropy themselves. '''Mongrels''', finally, represent those lupins so mixed in ancestry that it's impossible to tell what their specific lineage involves. They can become Paladins of any level, 15th level mages, 13th level Fighters, Clerics and Druids, 12th level Rangers, or 9th level Thieves. * ''Basic'' Lupins get +1 Strength and Constitution at a penalty of -1 Intelligence and Wisdom. Their movement value is 12, they do D6 damage with their bite, and they have High Senses. * Lupin ''Mutts'' randomly generate their ability penalties by rolling a D20 for each ability category; a result of 1 results in a -2 penalty to that category, a result of 2-5 indicates a -1 penalty, a result of 6-15 indicates no modifier, a result of 16-19 indicates a +1 bonus, and a result of 20 equals a +2 bonus. They do D6 damage with their bite and their Sense are Medium, unless the total of their collective ability score modifiers is -1 or worse, in which case they are upgraded to High Senses. Lupins with High Senses have Infravision 60 feet, a 99% chance to detect if a person is a werewolf, a +4 bonus to detecting invisible and ethereal beings, free proficiency in Blind-Fighting, have a tracking skill equal to one-half Wisdom (rounded up) with a Ranger adding a bonus of +6, automatically recognize a race by smell, can identify a given individual's scent with an Intelligence check, have a 35% chance to Detect Noise that increases by +2% per level, and suffer a -2 penalty to saving throws vs. odor or sound-based attacks. Lupins with Medium Senses have Infravision 60 feet, a an 83% chance to detect if a person is a werewolf, a +2 bonus to detecting invisible and ethereal beings, free proficiency in Blind-Fighting, have a tracking skill equal to one-third Wisdom (rounded up) with a Ranger adding a bonus of +3, can recognize a race by smell with an Intelligence check with a +2 bonus and a given individual in the same manner with an Intelligence check with a -2 penalty, have a 30% chance to Detect Noise that increases by +1% per level, and suffer a -1 penalty to saving throws vs. odor or sound-based attacks. Lupins with Low Senses have Infravision 60 feet, a 66% chance to detect if a person is a werewolf, a +1 bonus to detecting invisible and ethereal beings, lack a free proficiency in Blind-Fighting, have a tracking skill equal to one-quarter Wisdom (rounded up) with a Ranger adding a bonus of +1, can recognize a race by smell with an Intelligence check and a given individual in the same manner with an Intelligence check with a -4 penalty, have a 25% chance to Detect Noise, and suffer a no penalty to saving throws vs. odor or sound-based attacks.
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