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Maybe make it an Archetype that allows them to get a Wolf/Dire Wolf Mount and grants them the ability to Trade their Challenge uses for extra uses of Tactician.
hmmm, im not so sure.
anyway im going to sleep on it some and tomarrow we can work on the archetypes and decide if we likem, hatem,or wanna changem. I'll do ranger, Wizard and Inquisitor. You can try Sorcerer, Monk and Cavalier
anyway, goodnight and merry Eve of Christmas Eve
PS im going to credit you as the co-creator of the race, your advice has been invaluable
PSS what was your opinion on the Alt Traits i made and the new sections i added to the lore?

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Christmas present: got one of the archetypes done
Terrain Bond: A Ley Caller calls upon the inherent arcane power of the natural world as their patron, channeling their magic through the very land rather than a familiar. Choose a Bonded Terrain from the ranger’s favored terrain list. As long as you are within you bonded terrain you are treated as having the Eschew Materials feat and all spell material costs cost ¾ as much as usual. In order to cast spells a Ley Tapper must spend eight hours meditating and communing with their bonded terrain, if they leave their terrain they are unable to prepare spells but may cast them if they succeed a concentration check at a DC equal to 20 + the Spell’s level or lose the spell. A Ley Caller who wishes to switch to a new Bonded Terrain must spend 24 hours in the new terrain and perform a ritual worth 500gp per Witch level. This replaces the Witch’s Familiar.
Natural Patron: A Ley Caller’s patron is the spirit of natural magic; as such they are limited as to their bonus patronal spells. A Ley Caller may only choose from the Patrons of Animals, Elements, Healing, Moon, Stars, Transformation, Water, and Winter.

Azaelas Fayth |

Mine trades the Mount and Expert Trainer for a single Favored Terrain and the Animal Companion Version of the Ranger's Hunter's Bond.
I will be posting it and my other one where the Mount is replaced by the Animal Companion Version of the Druid's Nature's Bond. Expert Trainer can only be used with animals related to their Animal Companion. So a Wolf AC allows Canines while a Lion allows felines etc.
You can freely adapt it from there.

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Well, i just got back from a family christmas party and im just stuffed with steak and greenbeans. I must say that siunds like a brilliant idea, will you be willink to link this?
Pack Guide
Hunting Partner: At 1st level a pack guide may choose any one ally within a 30ft line of sight. This ally is treated as knowing the same teamwork feats as the pack guide for the sake of teamwork feat use. This effect lasts for a number of rounds equal to their class level +Wisdom modifier (minimum of one) and may be activated a number of times per day equal to half his class level + his Wisdom Modifier (minimum of one). In Addition at 5th level and every five levels afterwards the pack guide receives a bonus Teamwork feat. This replaces Favored Enemy.
Hunter’s bond: This behaves as the original Ranger ability except for the following: If you choose to form a bond with your allies you may use your Hunting party ability with multiple allies, however doing so decreases the duration to 2 rounds per ally. If you choose to instead gain an animal companion You may treat your companion as an ally for the sake of you hunting partner ability and may use an additional use of Hunting Partner per every two effective druid levels, but only with your animal companion. This otherwise works like and changes the ability of the same name.
Shared Quarry: At 11th level a Pack guide may, as a standard action, denote a single opponent as a Shared Quarry. This functions as the Ranger’s Quarry ability with the following exceptions: the quarry may be of any type, but the insight bonus is +1 instead of +2.
Alpha Warden: Functions as the ability of the same name, but with one exception: instead of affecting a favored enemy this ability is activated against any enemy who has either reduced the pack guide or an ally’s health to half their hit point total or scored a critical hit against the pack guide or an ally.

Obsidian |

Racial alternative suggestion:
Bloodhound
+2 Str (Con if you prefer), +2 Wis
Bloodhound Louphi are larger and stronger than most common Louphi and tend to have a stronger intuition.
Scent: Replaces Pack Mentality and Survival Training
Skill Training : Survival & perception Replaces Natural Stalker
Bloodhound Louphi are expert investigator/trackers. Their keen sense of smell allows them to pursue their "prey" when sight fails them.
Bloodhound Inquisitor Archetype
The Nose Knows: A Bloodhound Inquisitor can use Scent to identify what creature is, allowing them to make Knowledge checks to determine abilities and weaknesses before having visual recognition. At 8th level a Bloodhound Louphi's scent improves to 60ft, 120ft upwind, and 30ft downwind. Additionally powerful odors no longer interfere with a Bloodhounds ability to detect and identify creatures, the base survival DC to track is always 10. This ability replaces Domain.

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Racial alternative suggestion:
Bloodhound
+2 Str (Con if you prefer), +2 Wis
Bloodhound Louphi are larger and stronger than most common Louphi and tend to have a stronger intuition.Scent: Replaces Pack Mentality and Survival Training
Skill Training : Survival & perception Replaces Natural StalkerBloodhound Louphi are expert investigator/trackers. Their keen sense of smell allows them to pursue their "prey" when sight fails them.
Bloodhound Inquisitor Archetype
The Nose Knows: A Bloodhound Inquisitor can use Scent to identify what creature is, allowing them to make Knowledge checks to determine abilities and weaknesses before having visual recognition. At 8th level a Bloodhound Louphi's scent improves to 60ft, 120ft upwind, and 30ft downwind. Additionally powerful odors no longer interfere with a Bloodhounds ability to detect and identify creatures, the base survival DC to track is always 10. This ability replaces Domain.
dude, when i showed you my race i was trying to give you inspiration for your own race, not erase you idea and have you join.

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....Well, I've got most of the stuff now. I've even respected some ofthe traits to make a tad more sense
There just three more sections left
Equipment
Magic Items
And spells
for those just coming in who don't want to look for the link to the doc, its here

Chaotic Fighter |

Well you are looking for spells so I would suggest looking at the domains that the wolf shaman can pick up for guidance. Being that wolf packs do tend to be able to traverse great distances you can add endurance or speed buff spells or anything from the travel domain. And offensively when I think about wolves I tend to think about them in the snow(although they can live practically anywhere) so I would suggest frost spells and the like.

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@Byrdology: The reason why I went for my stats is to reflect where wolves measure up to the rest of the animal kingdom. They're not really the strongest, fastest, or most cunning, but they are some of the roughest and their thought processing is very similar to humans and the Cha penalty wouldn't work considering how sociable wolves are.
That's the thing both Wolfaboos and Wolf-haters don't understand: Wolves are not the most "Special" animals ever, really there are those that are much better than them at most every aspect and as such they shouldn't be compared to other animals. The real appeal in them is their humanlike Tenacity, familybonds, and adaptability. That is the main reason I chose those stats is to reflect that without making it broken.
@Chaotic Fighter: By spells I mean Racial ones like in the ARG. That is the template I've been trying to follow
Also I'm currently thinking of adding a section for Louphi in Golarion and how they fit in.