« on: August 16, 2018, 09:50:31 AM »
Would anyone want to see this as a playable race? It's intelligent enough to be one, which is why I ask.
Large Magical Beast
Hit Dice: 4d10+12 (34 hp)
Speed: 50 ft. (10 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+15
Attack: Bite +11 melee (2d6+10)
Full Attack: Bite +11 melee (2d6+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, enhanced scent, wolven telepathy, master bond
Saves: Fort +7, Ref +6, Will +2
Abilities: Str 25, Dex 15, Con 17, Int 10, Wis 12, Cha 10
Skills: Listen +7, Move Silently +4, Spot +7, Survival +2*
Feats: TrackB, Pack TacticsB, Improved Initiative, Prodigious Nose
Organization: Solitary or pack (5-8)
Challenge Rating: 3
Advancement: 5–12 HD (Large); 13–18 HD (Huge)
Level Adjustment: -
Wolven are an offshoot of dire wolves that grew more intelligent over time, and also evolved the ability to communicate telepathically with both themselves and with a chosen master, although whether that is supposed to have come from runic magic or is entirely natural is a completely unknown phenomenon. Regardless of its source, the ability of the wolven to communicate telepathically has been a great boon to certain Athaghoel communities, who have taken advantage of that fact and paired with wolven packs in their local area, each working to support the other.
Wolven grow as tall as 4 feet at the shoulder and weigh more than 900 pounds. As a wolven ages, its muzzle fades from brown to white.
Wolven understand Common and Dwarven and can communicate telepathically, although they cannot speak aloud except as wolves normally do.
Bonded wolven are courageous and loyal, and they ably assist their master in combat, especially through use of their pack tactics feat. In the wild, wolven packs hunt much like wolves, harrying and baiting their prey until it is too worn to fight.
Trip (Ex): A wolven that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolven.
Enhanced Scent (Ex): Wolven have some of the best noses in the canine kingdom, and use them to unerringly hunt down their prey. Wolven can detect approaching enemies and sniff out hidden foes within 60 feet. For strong scents, such as smoke or rotting garbage, double the range. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. Wolven can pinpoint the location of a scent when within 30 ft. This otherwise functions as per the Scent ability.
Wolven Telepathy (Su): Wolven long ago, whether through breeding or an accident of chance, learned how to communicate telepathically with the rest of their pack. These days, that also includes their master, should they have one. A wolven can communicate telepathically with any other wolven or their master within 120 ft. Language does not matter.
Master Bond (Ex): A wolven, despite their intelligence and ability to communicate, are bred to be bonded with a single dwarven master. When bonded, the wolven and the master can communicate via wolven telepathy, and know each other’s location and health (as per the status spell) within 240 ft. Bonding is a process that takes a month of continual contact and communication between the wolven and the prospective master. The bond, however, is entirely voluntary on the wolven’s part, and mistreatment by the master will result in the severing of the bond and the ostracization of the master by all wolven.
Skills: *A wolven also has a +4 racial bonus on Survival checks when tracking by scent.
You can gain an extra advantage when you and your allies can gang up on a foe.
Prerequisites: BAB +3, Dodge
Benefit: You and your allies harass and harry foes, snapping at their heels and always attacking when their back is turned
Surround the Enemy: As long as you and one other ally threaten the same foe, you and all allies who threaten the same foe are considered to be flanking even if there is not an ally in the correct position to flank. In addition, once per round you can declare that a melee attack you make against a flanked enemy is intended to open the enemy's defenses. You must declare this attempt before you roll your attack, and the attempt is wasted for the round if the attack misses. If the attack hits, your allies who are flanking the target gain a +2 morale bonus on attack rolls and damage rolls against that enemy until the start of your next turn.
Harry: As long as you and one other ally threaten the same foe, each successful attack by you and any allies who threaten the same foe reduces the target's movement speed by 5 feet. This cannot reduce their movement speed below half the unmodified value. In addition, once per round as an immediate action when an opponent you are flanking moves, you can immediately move to any square adjacent to your foe as soon as the foe stops moving, as long as the distance you cover is less than or equal to your speed. Your movement can provoke attacks of opportunity.
Gang Dodge: As long as you and one other ally threaten the same foe, you and all allies who threaten the same foe apply your flanking bonus (if any) as a dodge bonus to armor class, and as a bonus to Reflex saves. These bonuses only apply against the flanked foe. In addition, when a flanked opponent attacks you and misses, you can take a 5 foot step. Your opponent, if they desire, can make a 5 foot step to follow.
Born as one of the lucky beings who can detects scents from vast distances, you are the early warning system your pack depends upon
Prerequisites: Enhanced Scent
Benefit: You can use scent to detect approaching enemies and sniff out hidden foes within 120 feet. For strong scents, such as smoke or rotting garbage, double the range. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. You can pinpoint the location of a scent when within 60 ft.