"There's something hairy about the new guy..." (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
Talisman

01-17-07, 03:41 PM
Wolfkin
Medium Fey
Hit Dice 8d6+24 (52 hp)
Initiative +3
Speed 40'
AC 19 (+3 Dex, +4 natural, +2 MW leather armor), touch 13, flat-footed 16
Base Attack/Grapple +4/+7
Attack Longsword +8 melee or bite +7 melee
Full Attack Longsword +8 melee and bite +2 melee
Damage Longsword 1d8+3/19-20, bite 1d6+1 or bite 1d6+5
Space/Reach 5'/5'
Special Attacks Beguiling gaze, howl
Special Qualities Animal musk, DR 10/cold iron, scent, SR 18, vulnerabilities
Saves Fort +5, Ref +9, Will +8
Abilities Str 16, Dex 16, Con 17, Int 14, Wis 15, Cha 15
Skills Balance +9, Bluff +11, Diplomacy +9 (+13 wolflike beings),
Gather Information +9, Handle Animal +2 (+6 wolves), Hide +10,
Intimidate +11, Jump +10, Knowledge (local) +9, Listen +10,
Move Silently +10, Search +9, Spot +10, Survival +13
Feats Alertness, Dodge, Persuasive
Environment Any land
Organization Solitary
Challenge Rating 6?
Treasure Standard
Alignment Usually neutral
Advancement By character class
Level Adjustment +4

A traveler appears--a tall, handsome man with a certain air of raffishness about him. He is deeply tanned, with thick dark brown hair, heavy sideburns, and shining golden eyes.

Wolfkin are cosmopolitan, wandering fey that delight in mischief among mortals. They appear similar to humans, with a few fey traits to set them apart--bright gold eyes, heavy sideburns, a slight point to the ears and teeth, and a wild air about them. They possess a mystical connection with wolves, and partake of their nature; many wolfkin pose as hunters, animal trainers, or wilderness guides. Wolfkin are more often Seelie than Unseelie, but can be either.
Wolfkin enjoy traveling among mortals, and often take mortal lovers (they are responsible for a great many half-fey). However, although less flighty than many fey, they are changeable and fickle, and rarely remain in one place for more than a few months. They are loyal to their close friends, but they have their own interpretation of loyalty and honor, which differs somewhat from most mortal societies.
A typical wolfkin has a height and weight identical to a human. Wolfkin speak Common and Sylvan, and can communicate freely with normal wolves.

Combat: Wolfkin fight with weapons when available, but they often resort to their sharp teeth and strong jaws. In combat their true nature beomes apparent, for they fight like wild animals, with no concern for fair play or honorable combat. They favor longswords, but will wield whatever weaponry is common to the land, preferring something with flair to a more mundane weapon. They wear light armor, but disdain anything heavier, as it interferes with their mobility.
Animal Musk (Ex): Wolfkin exude a noticeable animal smell even when freshly washed. This scent is not unpleasant, and some even find it attractive. With creatures that would be attracted to the wolfkin (for example, women for a male wolfkin), this provides a +4 bonus on Bluff and Diplomacy checks; however, with creatures that would not be attracted to the wolfkin, the musk imposes a -4 penalty on Bluff and Diplomacy checks.
Beguiling Gaze (Su): Wolfkin have a penetrating gaze, and when they wish it, this gaze may have supernatural qualities. As a standard action a wolfkin may focus its gaze on someone; this is treated as a gaze attack except that it occurs only when the wolfkin deliberately initiates it. The victim must make a Will save (DC 16) or become enamoured of the wolfkin and view all of his actions in the best possible light (treat as charmed). This effect lasts for 24 hours unless prematurely broken, but a charmed victim automatically fails any saves against the wolfkin's gaze, allowing a careful wolfkin to prolong the effect indefinitely. The save DC is Charisma-based.
Howl (Ex): As a standard action which provokes attacks of opportunity, a wolfkin may throw back his head and utter a piercing, mournful howl. This sound causes all within 40' of the wolfkin to make Will saves (DC 16) or be shaken for 5d6 rounds. On a successful save, victims are immune to the howl of that particular wolfkin for 24 hours.
In addition, Listen checks made to hear the wolfkin's howl are at a +10 bonus.
This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.
Vulnerabilities: Wolfkin have a number of vulnerabilities not common to the fey. A wolfkin wearing a wedding ring cannot use its beguiling gaze or howl abilities. Wolfkin cannot cross a line of powdered silver. Finally, a weapon coated in wolf's blood bypasses the wolfkin's damage reduction as if it were a cold iron weapon. The wolf's blood loses its effectiveness after no more than 24 hours, and blood from that particular wolf will never again work for that particular wolfkin. These vulnerabilities can be discerned with a DC 16 Knowledge (nature) or bardic knowedge check, or a DC 21 Knowledge (arcana) or Knowledge (local) check.

Skills: Wolfkin have a +4 racial bonus on Survival checks. They have a +4 racial bonus on Diplomacy checks made to influence wolflike beings, and on Handle Animal checks made with regard to wolves.

This critter is very loosely based on Scott Cohen's wolf (http://www.geocities.com/v_wolfwillow/pictures/wolf.html) character from the miniseries "The 10th Kingdom."
Talisman

01-23-07, 04:58 PM
:bump:
Golem011

01-23-07, 06:12 PM
It seems alike to the wolfkin from WoT, too, in a way - although less human and more mystical. Loving it.

Anyway, to the monster. The most striking thing about it to my eyes are the interesting and flavourish vulnerabilities. However, they do seem to weaken it - if you discover the secret, finding a wolf to kill at level six should be pretty simple. I'm no expert, and my mind is garbled due to lack of sleep at the eleventh minute of the eleventh hour PM, but...

Ech. It does seem to be balanced out by the charm gaze, though.
Talisman

01-24-07, 04:17 PM
It seems alike to the wolfkin from WoT, too, in a way - although less human and more mystical. Loving it.

Glad you like it...but what is WoT? I don't have any WotC books with a "wolfkin" in it, or I would have named this guy something else.

The most striking thing about it to my eyes are the interesting and flavourish vulnerabilities. However, they do seem to weaken it - if you discover the secret, finding a wolf to kill at level six should be pretty simple.

True enough; but first you have to suspect it, and idly killing a random wolf might be problematic for the more extreme-good and nature-oriented parties. Maybe it just reduces the effective DR to 5 vs. that weapon?
Neutronium_Dragon

01-24-07, 07:51 PM
It's kind of odd for them to have trouble with a line of powdered silver when they're fey and have DR/Cold Iron. Silver isn't really something that fey have any problem with, nor do other wolf-related monsters (even supernatural ones) other than lycanthropes (and there it's not wolf-specific).

Another issue is that any weapon used to kill a wolf bypasses their DR. Okay, but there should probably be some sort of time limit on this, otherwise you're going to have to randomly decide whether a given weapon was used to kill a wolf sometime, somewhere. If you don't mind a slightly different approach, how about allowing a weapon that's coated with wolf blood to bypass their DR instead? It only works until the blood dries (say, five minutes), so there's a limit on how long a given application of it is useful (but someone could collect and store the blood for a while if they thought they might need it).
Golem011

01-25-07, 11:44 AM
WoT - Wheel of Time, by Robert Jordan. Sorry for the misunderstanding :D
Talisman

01-25-07, 05:38 PM
It's kind of odd for them to have trouble with a line of powdered silver when they're fey and have DR/Cold Iron. Silver isn't really something that fey have any problem with, nor do other wolf-related monsters (even supernatural ones) other than lycanthropes (and there it's not wolf-specific).

I was going with the werewolf reference. It's more folklore than D&D, but I wanted this to be something a little obscure.

Another issue is that any weapon used to kill a wolf bypasses their DR. Okay, but there should probably be some sort of time limit on this, otherwise you're going to have to randomly decide whether a given weapon was used to kill a wolf sometime, somewhere. If you don't mind a slightly different approach, how about allowing a weapon that's coated with wolf blood to bypass their DR instead? It only works until the blood dries (say, five minutes), so there's a limit on how long a given application of it is useful (but someone could collect and store the blood for a while if they thought they might need it).

All right; I'm convinced. Wolf's blood it is.

WoT - Wheel of Time, by Robert Jordan. Sorry for the misunderstanding

Ah--Perrin Aybara, of course! I'm a WoT fan as well, and now I see the connection.
Nercrominionicon

06-11-07, 10:55 PM
Most excelltent creature dude. Might I suggest dropping the LA by 1 or 2 if it's wearing a wedding ring though?
Talisman

06-11-07, 11:04 PM
Most excelltent creature dude. Might I suggest dropping the LA by 1 or 2 if it's wearing a wedding ring though?

Thanks!
Only if the ring won't come off. Otherwise, the wolfkin could easily pop the ring off, beguile his way through trouble, then slip it back on. Nerfing howl and beguiling gaze is probably worth -1 to LA.