Wolfolk, because we already have cats, rats and birds


Homebrew and House Rules

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Silver Crusade

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as th title says, here is my take on the canine race, which i designed to be complimentary to the catfolk. Tell me more if you want me to write up more stuff for this race such as common professions, culture and the like. I literally have a whole bunch of stuff in mind for them.

Wolfolk:

Slightly more reclusive than thier cat counterparts, the race commonly known to others as the Wolfolk have hardwork and comitment almost built into them. Always working towards a path of self-improvement and learning these canine humanoids constantly practice and practice thier chosen proffession or "art" in thier terminology until the very day they die. the Wolfolk are naturaly cunning and intuitive, however such a life of learning and research ofen leaves them physically weaker than other races. Such behaivior is normal and encouraged in Wolfolk society where everymember is valued as an integral part to the tribes welfare and success. the Wolfolk in turn are an honorable people who always try to serve thier families and tribe with loyalty and honesty, even to those who are not of the same blood as them.

Physical DescriptionThe Wolfolk have an appearance similiar to anthromorphic wolves, however thier muzzles are shorter and while they indeed have broad shouldier and body builds thier arms tend to be relativly average in length and width. Thier fur colors are most commonly different shades of brown ranging from sandy light brown, to chestnut and chocolate colors which turns to stony grey with great age. The fur atop thier heads tends to grown finer and longer, and it is customary within Wolfolk society to wear it in different tails and braids. Wolfolk eyes have round irises and the colors usually range from brown, grey and green with blue only happening in rare occasion (and is usualy indicative of some form of sorcerous bloodline). Also it should be noted that while thier finger do terminate into sharp clawlike nails they are far too dull to be used as weapons.

SocietySelf improvement, being one of the wolfolk's driving instincts, is enhances by thier strong sense of communal loyalty. Within a wolfolk tribe all members are encouraged to push themselves to the very best of thier vocation, for Wolfolk philosphy states that only by each member performing thier duty unerringly does the tribe live and thrive.
While a Community my refer too itself as a tribe, they are infact non-nomadic and indeed very civilised, building communities amongst the trees within the deep parts of forests where thay try to live at peace with nature as much as they can. The reason why even with the encroachment of education and civilization they continue to refer to themselves as tribes is due to the idea that all members of the community are as one large extended family, thus it is ones duty to help thier kin as much as possible. A single tribe never consists of more than 100 individuals, and whenever thier population gets close to this number they will usually mount an pioneer company to go forth and establish a new home for themselves. Despite this all tribes are intertwined with another due to a series of unique magical scrying orbs known as the Lunarchrima which allow the tribes to send messages between one to another.
Each tribe is ruled by a council of the the most skilled or wise members of each facet of the tribe, from the Master Blacksmith to the head priest of thier shrine. it must be by agreement of at least 3/4 of the council for any drastic steps concerning the whole tribe to be taken such as declarations of war or the assembling of pilgramiges, however for the most part they just dispense wisdom to the rest of thier tribe.

RelationsWolfolk tend to view other races in a simple way, admiring thier skills while also weighing them to thier annoying proclivities. Dwarfs and elves they respect for thier consumate artistic skill and proffesionalism, but are ofen irked by elves' lack of drive and dwarves' tendancy for indulgance. Halflings they get along farely well with and the two races have been known to make fast friends, however gnomes they find to be to capricious and flighty for thier liking. Half elves and half-orcs are both apreciated for thier drive to improve and advance and they inturn apreciate the Wolfolk for judging them no on thier blood. Humans, as well as Tieflings and Aasimar are considered a mixed bag to the Wolfolk. Catfolk are often seen as to laidback and have always been (mostly friendly) rivals with the Wolfolk, and Ratfolk are found to be endering, if not slightly bothersome due to thier pack-rat tendencies. However all outsiders are treated with a bit of wariness when first encountered and must earn a Wolfolk's trust first before being accepted by them. Yet despite this those who befriend the Wolfolk will always find a loyal and honest ally which are quick to aid, but slow to forgive if slighted.

Alignment and ReligionDue to thier beliefs in self improvement, honesty and focus Most Wolfolk gravitate towards the lawful end of the spectrum with thier society's emphisis on family, honor and trust usually makes the more often good than not. The most common Dieties found to be worshipped are Erastil and Sheylin who both speak strongly to thier love of natural beauty, family, and the arts. Those who focus on the healing arts occasionaly take to Sarenrae. Almost always they will reject both Abadar, whom they see as a disgrace as a god of justice since he is not just to the natural world, and Callistra, whom they dislike for representing and condoning self-destructive behaivior.

Adventurers whether traveling in order to gain more skill and expertise in a trade, hunting down new resources for the tribe, or seeking to help a neighboring tribe, there are plenty of reasons for a Wolfolk to seek the path of adventurer. Wizardry comes easy to them due to thier cunning and intellect, as do the paths of the Magus and Alchemist and occasionaly Witch for those who seek to understand the stranger powers in the world. Druids and rangers are also fairly common due to thier strong ties to the Natural World, and the Cleric might go on a pilgramige despite thier usual ties and duties that keep them with the tribe, and a Paladin might seek to protect his tribe from the evils the threaten them. Very few ever follow the path of the inquisitor since most have no need to distrust thier kinsmen, and Barbarians even lessso due to thier need for control and lack of martial might.

Common Male NamesBoreale, Lorros, Ommaj
Common Female NamesArruqa, Fojav, Zorita

[b]Racial Traits[b]

Ability Score Racial Traits: +2Int, +2Wis, -2Str

Type: Wolfolk are humanoids with the Wolfolk subtype

Size: Medium

Base Speed: 30ft

Language: Wolfolk start of Speaking Common and Wolfolk. Those with a high enough Intelligence may learn Elven, Dwarven, Draconic, Knoll, Halfling, Aklo, and Giant.

Steadfast:Members of this race gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a member of this race fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the member of the race has a similar ability from another source (such as a rogue's slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.

Focused Study:At 1st, 8th, and 16th level, members of this race gain Skill Focus in a skill of their choice as a bonus feat.

Low-Light Vision: Wolfolk have low-light vision allowing them to see twice as far as humans in dim light

Standard Education:Members of this race with an Intelligence score of 11 or higher gain the following spell-like abilities (the caster level is equal to the user's character level):
1/day—comprehend languages, detect magic, detect poison, read magic.


Ability scores should give bonuses to one mental and one physical, to be balanced. You should also justify, at least in a brief description for flavor, why they gain/lose the stats that they do.

Other than that, looks balanced-ish.

Flavor-wise the abilities are a bit of a let-down, because there is nothing there, in the abilities, that connects one to the idea of a wolf, or a wolf-like people.


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Rudy2 wrote:


Flavor-wise the abilities are a bit of a let-down, because there is nothing there, in the abilities, that connects one to the idea of a wolf, or a wolf-like people.

I have to agree, these abilities don't say wolf. some traits that I think of when I see wolffolk are good senses, endurance, wolves often chase down their prey for hours, and works well as a group. Not saying you cant have the abilities you list just that some good background information would really help connect the mechanics to the race.


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-2 Strength? On Wolf people? I'm sorry, but do you know what a wolf is?


Feels more like what you would see in an Owlfolk or maybe Dogfolk...

Wolves are Swift, Strong, and Keen sensed.

though the Chase down their prey for hours is false. They outmaneuver and outflank their prey using teamwork.

I actually have a Wolven race alongside a Dogfolk.


Rudy2 wrote:
Ability scores should give bonuses to one mental and one physical, to be balanced.

Plenty of races in the ARG don't stick to that scheme.

Incidentally, it's a 12 RP race using the race-builder rules.

I'd have to agree that the race doesn't really have much wolf flavor to it. My first thoughts for a wolf race are to take a cue from the actual wolf race; Make them strong, fast, give them Scent, and toss in some racial bonuses for teamwork, Trip combat maneuvers, and tracking.


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The Dragon Compendium back in 3.5 had the Lupin race, which among other things got a weak Scent style ability (which could probably just be bumped up to full on Scent, really) and tracking bonuses if I remember correctly. No stat adjustments, but otherwise pretty straightforward and wouldn't take much effort at all to convert them over to PF standard.

Silver Crusade

Chengar Qordath wrote:
Rudy2 wrote:
Ability scores should give bonuses to one mental and one physical, to be balanced.

Plenty of races in the ARG don't stick to that scheme.

Incidentally, it's a 12 RP race using the race-builder rules.

I'd have to agree that the race doesn't really have much wolf flavor to it. My first thoughts for a wolf race are to take a cue from the actual wolf race; Make them strong, fast, give them Scent, and toss in some racial bonuses for teamwork, Trip combat maneuvers, and tracking.

actualy its 9 rp, since i used the ARG rules to make it

Humanoid:0
Specialized Scores:1
Stubborn:2
Focused study:4
Lowlight Vision:1
Envoy:1
for a grand total of 9, just like the Catfolk.


Make 'em immune to lycanthropy, if only to keep things sane.

Also: when I saw "wolfolk", I thought they'd be weresheep.


Quintin Belmont wrote:

actualy its 9 rp, since i used the ARG rules to make it

Humanoid:0
Specialized Scores:1
Stubborn:2
Focused study:4
Lowlight Vision:1
Envoy:1
for a grand total of 9, just like the Catfolk.

Missed that you were using a re-skinned envoy trait and counted them as seperate SLA's. My bad.

Personally, I'd suggest:

Humanoid: 0
Specialized Ability Scores: 1 RP
Low Light Vision: 1 RP
Scent: 4 RP
Static Bonus Feat (Outflank): 2 RP
Skill Training (Perception and Survival): 1 RP

Total: 9 RP

I personally find this a much more "wolfy" version of the wolf-folk. Scent helps the canine feel, getting Outflank as a bonus feat encourages pack tactics, and the skill training helps back up their fluff about being good trackers.


@Chengar_Qordath: That is almost like mine...

I agree that it makes it more wolf-y.


Maybe the possibility of a bite or claw attack...I too wanted a wolf compliment to the catfolk and created a race for a campaign...I can post what I have if you like...always willing to share but don't want to hijack a thread or anything...


Could see a bite attack as an alternate race trait, or we could shift the wolf-folk over to a standard ability score array to free up an RP for a bite attack.

Silver Crusade

okay here it is so far

Wolfolk (name pending)

+2 Wis, +2 Con (2rp)
Humanoid (0rp)
Lowlight Vision (1rp)
Focused Study (4rp)
Bite-1d3 (1rp)
Spell-Like ability: Deadeye's Lore (1rp)
Language: Begins speaking Common and Wolfolk. With high enough Intelligence may learn Celestial, Draconic, Elvsih, Gnoll, Dwarven, Sylvan, and Halfling (0rp)


If you want them to be Scholarly INT fits better than WIS. If you want them to be Worldly WIS fits better. If you look for my Gothic Races thread you can find my Dogfolk that might help you.

I would link to it but I am posting on my phone and can't easily access things...


I'm not getting Focused Study at all. When I think wolves, I think tactical, shrewd hunters, not creatures that go off and study. They should have an ability that makes use of flanking, as that's one of the most iconic tactics of wolf packs: hunting in groups to take down bigger animals.

Silver Crusade

So replace Wis with Int, and Focused study with say the Paired Opportunists feat and some other thing?

Silver Crusade

or how about the Swarming abiity?


The swarming ability definitely has a wolf flavor to it, pack tactics and ambushes and all that. I'd go for it, but I'd double-check the RP.


I say come up with some completely new Like:

Pack Fighter: When flanking an opponent, a Wolffolk receives an additional +1 bonus to attack rolls.


Using Swarming (having two wolffolk squeeze into one space) doesn't really fit.

Silver Crusade

Big Lemon wrote:

I say come up with some completely new Like:

Pack Fighter: When flanking an opponent, a Wolffolk receives an additional +1 bonus to attack rolls.

The problem with that being i dont wanna Homebrew too much, just the race.

plus they already have a teamwork feat for that, the only problim is that i cant choose feats with prerequisites for race creation.


Well, technically it is homebrew since you are making your own race with its own history, but tomayto tomahto.


VRMH wrote:

Make 'em immune to lycanthropy, if only to keep things sane.

Also: when I saw "wolfolk", I thought they'd be weresheep.

Wool-folk. AKA Sheeple.

"Woolight Green is Sheeple!" Noooo!

Silver Crusade

The moment we have sheep people is when Matt Ward writes for Paizo


Quintin Belmont wrote:
The moment we have sheep people is when Matt Ward writes for Paizo

Challenge Accepted!

Silver Crusade

NOH!!! SPESS MAHREENS, WE HAVE FEHLD!!!

BRUVA I AM HIT!!!


Hmm, Paired Opportunist actually is legal as it doesn't have Prerequisite.

To bad you can't use the Pack Attack feat...

Teamwork Feats that fit a Wolfolk race:

Paired Opportunists with Tandem Trip, Coordinated Maneuvers and the Trip Feats could lead to a brutal chain of attacks.

And I actually was planning to make a Sheep Race just for hilarity...


with inspiration from actual facts, folklore, and pokemon, I present

Spoiler:
Sheeple 10 RP
humanoid 0RP
Medium 0RP
Weakness ability score +2 dex, +2wis, -4 int -1RP
Sheeple are quick with great senses but lack intelligence
xenophobic language array (Bleatish, bonus languages common, elven, orcish, and gnoll)
Greater defensive training 4RP
Sheeple excel at evading attacks up close
Skill bonus (perception) 2RP
Sheeple have amazing senses
Energy resistance (electricity 5) 1RP
Element Assault (electricity) 1RP
Sheeple's wool has powerful static properties that can both protect and harm
fast 1RP
Dreamspeaker 2 RP
Sheeple have long since master the art of sleep manipulation
Sprinter 1RP
Natural attack(hoof) 1RP
All Around Vision 4RP
Depth perception weakness -4RP
This race has a -2 penalty on ranged attack rolls, and loses it dodge bonus to AC when attacked with ranged attacks.
Their eye structure and placement allows sheeple to see behind themselves without turning their heads, but it drastically impairs their depth perception.


+5 Toaster wrote:

with inspiration from actual facts, folklore, and pokemon, I present

** spoiler omitted **

I am in love with this!


i am not proud to say i had already considered making this race once before.


+5 Toaster wrote:
i am not proud to say i had already considered making this race once before.

So have I... So have I...

Silver Crusade

I have an idea that will help this go smoother

How about if i write up the Lore and other things for the wolfolk, considering i always think of that first before the stats. That way we'll all be on the same page and have better direction with the race building.


Quintin Belmont wrote:

I have an idea that will help this go smoother

How about if i write up the Lore and other things for the wolfolk, considering i always think of that first before the stats. That way we'll all be on the same page and have better direction with the race building.

That is the method I use. I find it works best.

Silver Crusade

okay, im almost done with the personality overview and the History, so I'll post those soone, then work on the rest


I recommend making it a Google Docs.

If you want link to this thread in my Gothic Races thread.

Silver Crusade

quick question: anyone know where i can find tasteful picture of anthromorphic wolves?


Pictures I found that might work:

1
2
3
4
5
6
7
8

This might not be what you are looking for but is still a good image.

Sorry about the 1st one... It was the only thing I thought of when you asked.

& some fit more for Barbarians more than anything else...

Silver Crusade

I dont mind the bleach character at all. Infact he's one of the Few characters in the series thats still cool. (The series hasjumped the shark too often in my opinion. Now the shark's gotten tired and gone home.)

Anyway thanks for the effort, but i think i'll not use pictures.

Sorry to be a burden.

(currently finishing up the Relations section for the Wolfolk)


Oh the strange part is I has a Really nice Picture of a Werewolf/Hound Archon my friend drew that would fit perfectly. The thing is I can't find a site that can handle a Picture File the Size this one is...

Silver Crusade

Finally Done

Here are The Wolfolk

Silver Crusade

hello, anybody?


Seems interesting... I will need more time to read through it all.

Silver Crusade

its cool


I think this is a great idea! I think a racial "loyalty" would be cool, perhaps with an alternate of an "alpha" individual. You did a great job with the history and flavor.

Also, might I suggest wolf-kin as a name? Not sure if you are set on wolfolk, but the 1 f makes it seem... Weird, I guess.


Wolven or Wulfyn or spell it Vulfyn.

Silver Crusade

I've been trying to think of other cultures to name them after besides nordic/germanic based ones

Anyway, now that thier lore and personality has been set how about we work on those stats?


loup really... Dogmatic wasn't bad enough... you had to use Loup!?

Males: +2 STR & +2 WIS
Females: +2 DEX & +2 INT

Seems odd but Male Wolves tend to be stronger and the primary trackers.
Female Wolves tend to be more agile and tend to learn faster and retain more knowledge than the Males.

Silver Crusade

Actually i didn't intend that. Im not that much of a prolific punster.

plus i forgot how to spell loop for a while. My writing skills quite honestly ghastly.

...plus in my mind i was thinking of a jeweler's loupe for some reason.

Silver Crusade

as for the gender roles...well to be honest muscular chicks who fight well turn me on. even more so when thier anthro babes

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