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Admiral Squish
2010-10-20, 05:48 AM
So, for some reason, lately, I've been obsessed with wolverine. Not the short canadian fellow, the 40-pound weasel-thing that's been known to fight bears. One thing has led to another, and here we are...

The Wolvar:
http://fc08.deviantart.net/fs70/f/2010/087/3/6/363baa4e15c80bb2cefc87be9cb4ad1a.jpg
Medium Monstrous Humanoid
Hit Dice: 2d8+4
Initiative: +2
Speed: 20 ft. (4 Squares), Climb 10 ft., Burrow 10 ft.
Armor Class: 16 (+2 Dex, +2 Natural, +2 Leather Armor), Touch 12, Flat-footed 14
Base Attack/Grapple: +2/+4
Attack: Claw +4 Melee (1d4+2)
Full Attack: 2 Claws +4 Melee (1d4+2) Bite -2 Melee (1d6+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Blood Frenzy
Special Qualities: Low-Light Vision, Scent, Cold-Tolerant
Saves: Fort +2, Ref +4, Will +3
Abilities Str 14, Dex 14, Con 14, Int 6, Wis 10, Cha 6
Skills: Survival +5
Feats: Endurance
Environment: Cold Forests
Organization: Solitary, Pair, or Tribe (10-50)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually CN
Advancement: By Character Class
Level Adjustment: +1
The Creature before you looks like a bit like a dwarf crossed with a small bear. It's entire body is covered with thick, dark brown fur that bears an oily sheen to it. The creature's hands bear long, powerful claws, and it's mouth is lined with sharp teeth. It wears a set of cold-treated leathers and a number of animal-bone trinkets.
Wolvar are a race of cold-dwelling, animalistic humanoids that inhabit the pine forests of the north. They are an angry and violent race, with a long history of bitter violence among themselves. They rarely bother with the 'civilized' world, preferring to make do with what they make themselves.
Wolvar are short and stocky, standing about 4 feet in height and weighing anywhere from 120-180 pounds. They cannot burrow into solid rock, but can move through just about any material softer than that. A wolvar usually leaves behind a usable tunnel 5 feet in diameter when burrowing unless the material it’s moving through is very loose.
Combat
Wolvar are not tacticians, and their usual strategy consists of charging in and clawing the opponent to death.

Blood Frenzy: A wolvar who takes damage in combat automatically enters a state of frenzy on it's next turn, clawing and biting madly until its foes are dead. This state last for one minute, or until all it's enemies are dead. While in this state, a wolvar gains a +4 bonus to strength and constitution, a +2 bonus to will saves, and takes a -2 penalty to AC. While in a blood frenzy, a wolvar cannot perform any action that requires concentration. A wolvar may make a will save (DC 10+damage dealt) to resist the frenzy, or a DC 20 will save while in the frenzy to end it prematurely. A wolvar whose frenzy ends is fatigued until the end of combat. A wolvar meets prerequisites as though he had a babarian's rage ability.

Cold-Tolerant:
A wolvar gains a +2 bonus to saving throws against cold damage and cold effects. A wolvar can exist comfortably in conditions from extreme cold to hot.

Wolvar as Characters:

Personality: Wolvar generally have short tempers and a tendency towards physical violence. They love a good fight and, as such, see nothing wrong with voicing their opinions in any situation. Some of the more civilized tribes follow an honor code, though it's more along the lines of 'rules of engagement' than any real life-altering principles.
Physical Description: Wolvar are short and stocky, with dark brown, oily fur. Sometimes wolvar bear silvery 'masks around their eyes, and most wolvar bear a pair of lighter-colored stripes running down their backs from their shoulders down. Wolvar stand anywhere from 3'9" to 4'3", and weigh anywhere between 120 and 180 pounds. Most wolvar tend to wear simple, practical clothing, which often doubles as some sort of light armor, and trophies, usually animal bones or claws. Wolvar also have a tendency to smell quite strongly unless they wash regularly, which is not very common.
Relations: Wolvar are a violent, angry people. They fight fiercely with everyone who enters their territory without a very good reason, though they get along surprisingly well with gnomes. Most races dislike them due to their uncultured and violent natures. Orcs and Half-Orcs sometimes view them as kindred souls, but the races have crossed paths violently a fair number of times, and it's just as likely they'll see them as enemies.
Alignment: Most wolvar are Chaotic, and there is a slight tendancy towards evil among them, but the majority remain neutral.
Wolvar Lands: Wolvar don't have nations in the proper sense, simply claiming large stretches of the pine forests as territory. They are relatively common in most northern regions, but their fierce individuality generally prevents them from banding together on the scale that would be needed for nations.
Religion: Wolvar are mostly nature-worshipers, with tribal druids managing the religious needs of the people. Most wolvar find the lawful worship of most deities too strict for them, and so there are generally fewer clerics than in most races. Those who do worship gods generally choose deities that focus on physical strength or combat.
Language: Wolvar speak their own language, which is a number of animalistic vocalizations combined with body language and the occasional syllable or two of sylvan mixed in. Almost all wolvar also speak common.
Adventurers: Wolvar adventurers are not uncommon at all. A great many wolvar live solitary lives in the pine forests, and most end up with a level or two in barbarian or ranger. Those that leave the pine forests sometimes take on other martial professions, but very few wolvar take spellcasting classes.

Wolvar Racial Traits:

+4 Str, +4 dex, +4 con, -4 Int, -4 cha (Minimum 3)
A wolvar's base land speed is 20 feet. A wolvar also possesses a climb speed of 10 feet and a burrow speed of 10 feet.
A wolvar Gains Low-light Vision
Racial Hit Dice: A wolvar begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
Racial Skills: A wolvar's monstrous humanoid levels give it skill points equal to 5 × (2 + Int modifier). Its class skills are Climb, Hide, Jump, Listen, Move Silently, Spot, Swim, and Survival. A wolvar gets a +8 acial bonus on climb checks, and can take 10 on climb checks, even if rushed or threatened.
Racial Feats: A wolvar's Monstous humanoid levels grant it one feat.
+2 natural armor bonus.
Natural Weapons: 2 Claws (1d4) and one bite (1d6)
Special Attacks (see above): Rage
Special Qualities (see above): Low-Light vision, Scent, Cold-Tolerant
Automatic Languages: Common and Wolvar. Bonus Languages: Dwarven, Gnomish, Goblin, Orc, Terran, Sylvan
Favored Class: Barbarian
Level adjustment: +1



Feats:

Leash the Frenzy
Through meditation and mental skill, you have learned to quell the blood frenzy.
Prerequisite: Wolvar, +2 Base Will Save
Benefit: A wolvar with this feat gains a +4 bonus to the will save to resist entering the blood frenzy or prematurely end the blood frenzy. In addition, a wolvar with this feat can spend a move action to automatically calm themselves, ending the frenzy automatically without becoming fatigued.
Special: You cannot take this feat if you possess the Surging Anger feat.

Surging Anger
You have learned how to completely lose yourself in the throes of blood frenzy, granting you inceased power.
Prerequisite: Wolvar, BaB +5
Benefit: A wolvar with this feat gains a number of benefits. First, when entering blood frenzy, you gains an additional +2 bonus to strength and constitution. While in blood frenzy, you gain the benefits of the diehard feat. Finally, the duration of the rage is increased by a number of rounds equal to your constitution modifier. However, a wolvar with this feat takes a -4 penalty to the will save to resist entering the blood frenzy or leaving it prematurely.
Special: You cannot take this feat if you possess the Leash the Frenzy feat.

Wolvar Rush:
You have leaned the traditional combat style of the wolvar, a bloodthirsty charge.
Prerequisite: Wolvar, BaB +1
Benefit: A wolvar who make a charge attack while in blood frenzy may make a full attack at the end of the charge, provided he only uses his natural weapons.
Normal: you may only make a single attack at the end of a charge.

Wolvar Vitality:
Your blood frenzy ability grants you incredible staying power.
Prerequisite: Wolvar, Con 18
Benefit: While in blood frenzy, a wolvar with this feat gains fast healing 1. This fast healing increases by 1 for every 4 HD you possess.

Admiral Squish
2010-10-20, 02:30 PM
Added some feats... Nobody's got anything to say?

sigurd
2010-10-20, 03:43 PM
I like it.

They would make great guerrilla troops.

Here here!

Thanks

Tanuki Tales
2010-10-20, 05:01 PM
I'm a little confused.

If the Wolvar's rage doesn't end until all its foes are dead, what is the point of extending it?

Admiral Squish
2010-10-20, 05:06 PM
I'm a little confused.

If the Wolvar's rage doesn't end until all its foes are dead, what is the point of extending it?

I should probably move duration up in the description of the ability, but I did include it. It's one minute or until it's either canceled out with a will save or all the enemies are dead.

EDIT: There, that should do. How is it now?

Temotei
2010-10-20, 06:09 PM
Wolvar Vitality:
Your blood frenzy ability grants you incredible staying power.
Prerequisite: Wolvar, Con 18
Benefit: While in blood frenzy, a wolvar with this feat gains fast healing 1. This fast healing increases by 1 for every 4 HD you possess.

Feats traditionally have odd ability score requirements. You can break that tradition, but...well, it's probably not worth breaking.

monkman
2010-10-20, 06:18 PM
there are no natural attack, at least give them a bite(1d6 maybe)(race)

Tanuki Tales
2010-10-20, 06:20 PM
Feats traditionally have odd ability score requirements. You can break that tradition, but...well, it's probably not worth breaking.

Roll with it required Con 20. :smalltongue:

Admiral Squish
2010-10-20, 07:23 PM
Feats traditionally have odd ability score requirements. You can break that tradition, but...well, it's probably not worth breaking.

I don't see why it's a tradition worth upholding either...


there are no natural attack, at least give them a bite(1d6 maybe)(race)

Actually, if you look at the stat block, it's got two claws and a bite. But good catch, I forgot to include it in the characters section.

Admiral Squish
2010-10-20, 10:07 PM
Would it be safe to assume that since I'm only getting called on minor things, the overall balance of the Wolvar is generally considered fair?