Lupin
A) History:
The lupin are an odd race. they appear humaniod but with intense canine like features. This subjects them to accusations they are werewolves, but this is far from the truth. The lupin despise the lycan curse that afflicts the men and other various races. Like a troublesome little brother, lupins can never publicly be distinguished from werewolves and they are cursed to shoulder the sterotypes that come with them. Because of this, it is not uncommon on nights with full moons to see gruesome displays of lupins burned alive at the stake, surrounded by crazed mobs cheering and shouting. It is for reasons like this that lupin traveled to the far ends of the known world, searching for the home of the beast. It was there in a land known today as the Reach that they found the source of the lycan curse. it was the lupins who turned the land into their prison.
lupins have an incredible gift. The ability to sense the presence of a werewolf. The flesh of man is not enough to fool Lupin and they use this to their advantage. At the lone entrance to the Reach, they established a mighty barrier known as the Bittergate, manned soley by lupin forces. They do so to halt any werewolves attempting to leave the Reach. the lupin now lead attacks on this menace and vow to see an end to their kind on the face of Kalimor. "By silver blades, our vow will be made" -Formal farewell.
B) Role-playing:
Lupins take great pride in their race, as well as their traditions and are quickly offended by anyone who would smear their name. They believe their traditions are just as important as any other sentient race of Kalimor, and rightfully so. When not on a werewolf hunt, Lupin tend to be happy go-lucky and playful. some would even liken their personalities to be that of young children. They tend to be kind and playful, except when it comes to werewolves. Because they are easily mistaken for werewolves, Lupin have a deep hatred for all lycankind. for they embody everything that lupins do not. Lupin see the full moon as an opem. They are weary of it and feel that during this time no one will trust them.
C) Racial Features:
1. Weresense: Can notice if any race is infected with the lycan curse within 30 feet of the lupin. Werebears, wereboars, and other werecreatures must make a successful disguise check to escape the notice of any nearby lupin.
2. Lycan Hunters: Raised upon traditions, it is a rite of passage for lupin children to inherit the knowledge of their elders and to see their life's work put to use. Lupins receive a +2 bonus to hit werewolves and a +1 bonus to hit other wereraces.
3. Hardy Pelts: Life in the reach has accustomed Lupin to the brutal cold weather found within. Lupins suffer no penalty in freezing cold enviorments and can move through snow with no penalty. They also receive a +2 bonus to saving throws versus cold based spells.
4. proficiency: All Lupin, gain the running proficiency as a free slot. They are swift and thin, and seem uniquely built for quick movements, just like most canine.
5. Proficiency: all Lupin are naturall aware of their surroundings. With keen senses and a slightly paranoid outlook on life due to their work with the lycan, all lupin get the alertness proficiency as a free non weapon proficiency slot.
6. Canine senses. Lupins had a common evolutionary ancestor with standard canines long, long ago. Yet still, they retain some a strong sense of smell and hearing. All lupin gain Kanine Senses:
Detect Noise: 25% (+3% per level), and Detect Scent: 25% (+3% per level). However, Lupin Rogues instead get +5% hear noise. Detect scent is leveled by itself as a unique skill.
7. Advanced Bipedal Legs. Due to the reverse bending lower leg joints when compared to other bipeldal creatures, lupins find that this gives them a speed advantage: +2 movement rate at 1st level. +1 additional movement rate every 4 levels.
8. Covenant of the Pack: By way of natural instinct, Lupins display a unique tenacity and courage when banding together on a hunt or against a common foe. Even the most mild mannered Lupins will begin to display some level of feral instinct when fighting along side their brethren. They will begin to howl like wolves and give off a soft bark whilst snapping their teeth. As a result, all Lupin could potentially acquire the Covenant of the pack buff.
To qualify for this buff, the following conditions must be met (This only affects lupins):
A) The group contains 3 or more Lupin that are all in good standing with one another.
B) They have all spent at least one month together.
C) They have fought the same type of foe together before.
D) On the night prior, all buff participants huddle by a hearth, campfire or similar locale to share a meal (or rest) together.
If the above 4 conditions are met, all participating Lupins gain a +1 (per Lupin, up to a max of +5) to any single game mechanic OR meta mechanic of the player's choice (choose one particular mechanic from either type. Note that each saving throw is a value of itself. Likewise, each proficiency is a value of itself). Each Lupin may choose his or her own buff.
Covenant of the pack lasts a maximum of 24 hours, or until the group has entered one fight or gone on a hunt together. The buff will not activate until the hunt or combat starts. The buff will wear off at the conclusion of the hunt or combat. The buff may only be activated once every 48 hours.
Sometimes, a Lupin will have spent a significant amount of time with non Lupin entities they have come to care about and trust. If the non Lupin entities feel the same towards the Lupin, a buff can still potentially be had, but only for the Lupin. If the above 4 conditions are still met with a non Lupin entity, to include the following conditions, said Lupin may still acquire a Covenant of the Pack on his or her own self:
A) Non Lupin entities consider the Lupin to be a trust friend and ally.
B) Non Lupin entities all share an alignment similar to the Lupin's alignment (DM's decision).
C) The non Lupin entity has been to the Reach.
The Lupin may attempt to enter into covenant with non Lupin entities at a rate of 1 per 4 levels, to a max of 3 at 12th level. Doing so will allow the Lupin to acquire a +1 per non Lupin entity (not including himself in the buff) to any game or meta mechanic of the Lupin's choice. This buff has the same expiration conditions of the standard covenant. Both versions of the buff are mutually exclusive with each other.
D) Restrictions:
1. Alignment: Lupins abhor any evil acts for it reminds them of their ill natured brethren. Lupins go through great measures to prevent otherwise. therefore, all lupins most be a minimum of moral in alignment. Their adherence to law or disorder is at their discretion.
2. Due to their heavy pelts, they suffer in hotter climates, taking a -2 on any roll they make and suffer a -2 to saving throws versus fire based spells.
3. Sharing a likeliness to werewolves, lupins are almost never trusted by common folk and receive a -10 to reaction from any race not originating from the Reach. People of higher standings with deep educations are able to determine that lupins cannot be werewolves if the night lacks a full moon and therefore have no reaction penalty to lupins.
4. During Full moons, your word means nothing to the common folk of Kalimor. Every race will have an aggressive reaction upon sight and most will attack upon sight.
5. Available Classes: Barbarian, Warrior, Ranger, Priest, Druid, Bard, Rogue, Monk, Shaman, Mage. (Cannot be Death knights, Warlocks, Templar or Paladins).
E) Other:
1) Language: Macabree
2) Life span: due to the death of yggdrassil - the world tree, standard human years.
3) Height: males range from 4'6" to 5'6". Females range from 4'4" to 4'10".
4) Coloration and distinguishing marks:
* hair color: typical earth tones. Bright white to jet black is also common.
* Eye color: tend of human colors, but deep amber, gold, orange, and red is not uncommon.
* Skin color: Skin is typically the same color as the main surface fur. Lupins take after the
visage of most common canine.
The lupin are an odd race. they appear humaniod but with intense canine like features. This subjects them to accusations they are werewolves, but this is far from the truth. The lupin despise the lycan curse that afflicts the men and other various races. Like a troublesome little brother, lupins can never publicly be distinguished from werewolves and they are cursed to shoulder the sterotypes that come with them. Because of this, it is not uncommon on nights with full moons to see gruesome displays of lupins burned alive at the stake, surrounded by crazed mobs cheering and shouting. It is for reasons like this that lupin traveled to the far ends of the known world, searching for the home of the beast. It was there in a land known today as the Reach that they found the source of the lycan curse. it was the lupins who turned the land into their prison.
lupins have an incredible gift. The ability to sense the presence of a werewolf. The flesh of man is not enough to fool Lupin and they use this to their advantage. At the lone entrance to the Reach, they established a mighty barrier known as the Bittergate, manned soley by lupin forces. They do so to halt any werewolves attempting to leave the Reach. the lupin now lead attacks on this menace and vow to see an end to their kind on the face of Kalimor. "By silver blades, our vow will be made" -Formal farewell.
B) Role-playing:
Lupins take great pride in their race, as well as their traditions and are quickly offended by anyone who would smear their name. They believe their traditions are just as important as any other sentient race of Kalimor, and rightfully so. When not on a werewolf hunt, Lupin tend to be happy go-lucky and playful. some would even liken their personalities to be that of young children. They tend to be kind and playful, except when it comes to werewolves. Because they are easily mistaken for werewolves, Lupin have a deep hatred for all lycankind. for they embody everything that lupins do not. Lupin see the full moon as an opem. They are weary of it and feel that during this time no one will trust them.
C) Racial Features:
1. Weresense: Can notice if any race is infected with the lycan curse within 30 feet of the lupin. Werebears, wereboars, and other werecreatures must make a successful disguise check to escape the notice of any nearby lupin.
2. Lycan Hunters: Raised upon traditions, it is a rite of passage for lupin children to inherit the knowledge of their elders and to see their life's work put to use. Lupins receive a +2 bonus to hit werewolves and a +1 bonus to hit other wereraces.
3. Hardy Pelts: Life in the reach has accustomed Lupin to the brutal cold weather found within. Lupins suffer no penalty in freezing cold enviorments and can move through snow with no penalty. They also receive a +2 bonus to saving throws versus cold based spells.
4. proficiency: All Lupin, gain the running proficiency as a free slot. They are swift and thin, and seem uniquely built for quick movements, just like most canine.
5. Proficiency: all Lupin are naturall aware of their surroundings. With keen senses and a slightly paranoid outlook on life due to their work with the lycan, all lupin get the alertness proficiency as a free non weapon proficiency slot.
6. Canine senses. Lupins had a common evolutionary ancestor with standard canines long, long ago. Yet still, they retain some a strong sense of smell and hearing. All lupin gain Kanine Senses:
Detect Noise: 25% (+3% per level), and Detect Scent: 25% (+3% per level). However, Lupin Rogues instead get +5% hear noise. Detect scent is leveled by itself as a unique skill.
7. Advanced Bipedal Legs. Due to the reverse bending lower leg joints when compared to other bipeldal creatures, lupins find that this gives them a speed advantage: +2 movement rate at 1st level. +1 additional movement rate every 4 levels.
8. Covenant of the Pack: By way of natural instinct, Lupins display a unique tenacity and courage when banding together on a hunt or against a common foe. Even the most mild mannered Lupins will begin to display some level of feral instinct when fighting along side their brethren. They will begin to howl like wolves and give off a soft bark whilst snapping their teeth. As a result, all Lupin could potentially acquire the Covenant of the pack buff.
To qualify for this buff, the following conditions must be met (This only affects lupins):
A) The group contains 3 or more Lupin that are all in good standing with one another.
B) They have all spent at least one month together.
C) They have fought the same type of foe together before.
D) On the night prior, all buff participants huddle by a hearth, campfire or similar locale to share a meal (or rest) together.
If the above 4 conditions are met, all participating Lupins gain a +1 (per Lupin, up to a max of +5) to any single game mechanic OR meta mechanic of the player's choice (choose one particular mechanic from either type. Note that each saving throw is a value of itself. Likewise, each proficiency is a value of itself). Each Lupin may choose his or her own buff.
Covenant of the pack lasts a maximum of 24 hours, or until the group has entered one fight or gone on a hunt together. The buff will not activate until the hunt or combat starts. The buff will wear off at the conclusion of the hunt or combat. The buff may only be activated once every 48 hours.
Sometimes, a Lupin will have spent a significant amount of time with non Lupin entities they have come to care about and trust. If the non Lupin entities feel the same towards the Lupin, a buff can still potentially be had, but only for the Lupin. If the above 4 conditions are still met with a non Lupin entity, to include the following conditions, said Lupin may still acquire a Covenant of the Pack on his or her own self:
A) Non Lupin entities consider the Lupin to be a trust friend and ally.
B) Non Lupin entities all share an alignment similar to the Lupin's alignment (DM's decision).
C) The non Lupin entity has been to the Reach.
The Lupin may attempt to enter into covenant with non Lupin entities at a rate of 1 per 4 levels, to a max of 3 at 12th level. Doing so will allow the Lupin to acquire a +1 per non Lupin entity (not including himself in the buff) to any game or meta mechanic of the Lupin's choice. This buff has the same expiration conditions of the standard covenant. Both versions of the buff are mutually exclusive with each other.
D) Restrictions:
1. Alignment: Lupins abhor any evil acts for it reminds them of their ill natured brethren. Lupins go through great measures to prevent otherwise. therefore, all lupins most be a minimum of moral in alignment. Their adherence to law or disorder is at their discretion.
2. Due to their heavy pelts, they suffer in hotter climates, taking a -2 on any roll they make and suffer a -2 to saving throws versus fire based spells.
3. Sharing a likeliness to werewolves, lupins are almost never trusted by common folk and receive a -10 to reaction from any race not originating from the Reach. People of higher standings with deep educations are able to determine that lupins cannot be werewolves if the night lacks a full moon and therefore have no reaction penalty to lupins.
4. During Full moons, your word means nothing to the common folk of Kalimor. Every race will have an aggressive reaction upon sight and most will attack upon sight.
5. Available Classes: Barbarian, Warrior, Ranger, Priest, Druid, Bard, Rogue, Monk, Shaman, Mage. (Cannot be Death knights, Warlocks, Templar or Paladins).
E) Other:
1) Language: Macabree
2) Life span: due to the death of yggdrassil - the world tree, standard human years.
3) Height: males range from 4'6" to 5'6". Females range from 4'4" to 4'10".
4) Coloration and distinguishing marks:
* hair color: typical earth tones. Bright white to jet black is also common.
* Eye color: tend of human colors, but deep amber, gold, orange, and red is not uncommon.
* Skin color: Skin is typically the same color as the main surface fur. Lupins take after the
visage of most common canine.