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Character Name
Player
Alignment
Current XP
Next Level XP
XP Change
Class
Race
Campaign
Deity
Level
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RANGED
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Total Skill Points:
0
Feats & Special Abilities
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Total Weight:
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0
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Psionics
Manifester
Level
Key
Ability
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Current
Currency
632 gp 4 sp
Languages
Description
As with most Lupin, he grew up under the watchful eye of the elders and his pack. Said pack shared territory with several wolf packs in the area as well. While Lupin have a natural connection to nature, with him, it was calling to him considerably more. As such, he often wandered away from home to find and spend some time with the local wolves. Wolves being wolves however, were nturally distrustful of him at first, but as he continued growing, he began to get into their good graces by giving and leaving food out for them, being respectful to the alphas and every other pack member, and keeping his distance from the pups. Eventually, he was able to get close enough to the pack that they started to see him as one of their own. Of course, by that time, he was old enough to make his own choices and after some tearful goodbyes to his pack, he left for the wild, fully embracing the nomadic lifestyle, even if it was quite lonely. He and his pack are from Caliden. Throughout the years, he has made his way around becoming an especially deadly werewolf hunter like most of his species. While he knows he can't be trusted completly due to him being so similar to a werewolf in appearance. He has taken it in stride though. Sometimes he also goes to a White Howl if he knows of one happening and can get to it in time. It was on one of these trips that he met his new allies. At first, he was mearly observing a scene of trouble between two parties, but he intervened, his curious nature wanting to see what the problem was. He did his best to help out, and was soon following the one he helped.
Personality
Somewhat distrustful at first. Until you spend at least about a week with him as he gets to know you. After that, he's quite friendly and a loyal ally. If you betray him though, he'll make sure you know exactly how he feels on that. Generally, this means suddenly leaving one day or challenging you to a duel if he sees it necessary. However during combat, he understands that accidents happen and if you apologize for things like that, he'll understand. Though will warn you to not let it happen again.
Character Traits
Character Flaws
Contacts / Friends
Enemies
Statistic Block
Animal companion Wolf Size/Type: Medium Animal Hit Dice: 2d8+4 (12 hp) Initiative: +2 Speed: 50 ft. (10 squares) Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +1/+2 Attack: Bite +3 melee (1d6+1) Full Attack: Bite +3 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Trip Special Qualities: Low-light vision, scent Saves: Fort +5, Ref +5, Will +1 Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1* Feats: TrackB, Weapon Focus (bite) Environment: Temperate forests Organization: Solitary, pair, or pack (7–16) Challenge Rating: 1 Treasure: None Alignment: Always neutral Advancement: 3 HD (Medium); 4–6 HD (Large) Level Adjustment: — Wolves are pack hunters known for their persistence and cunning. COMBAT A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear. Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 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 wolf. Skills: *Wolves have a +4 racial bonus on Survival checks when tracking by scent.
Condition and Effects
Additional Information
Acute Sense of Smell: In many ways, a lupin's acute sense of smell works like the scent ability but without the automatic nature of scent. A lupin's nose allows it to locate and identify certain races and creatures by their smell, and to aid it in tracking. A lupin automatically gets to attempt a DC 10 Wisdom check to detect a lycanthrope within 30 feet, regardless of what form the creature takes. If the lycanthrope is upwind, the range at which a lupin can detect it doubles. If it is downwind, the range is halved. A lupin has a better ability to detect and distinguish the scents of creatures than a human. This gives the lupin a +5 racial bonus on Spot checks made to oppose a known individual's Disguise check if the individual comes within 5 feet. A lupin within 5 feet of an invisible or hidden creature is entitled to a DC 10 Wisdom check as a free action to pinpoint that creature. A lupin gains a +2 racial bonus on all Survival checks made to follow tracks. Lupins can't track by smell alone, but the olfactory clues they find aid their tracking techniques. Lupins take a -2 penalty on all saving throws against attacks based on odor (such as a stinking cloud spell or a ghast's stench).
Other Notes
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Racial Monstrous Humanoid: As monstrous humanoids, lupins are immune to spells that only affect humanoids, such as charm person and hold person. Darkvision: Lupins can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and lupins can function just fine with no light at all. Acute Sense of Smell: In many ways, a lupin's acute sense of smell works like the scent ability but without the automatic nature of scent. A lupin's nose allows it to locate and identify certain races and creatures by their smell, and to aid it in tracking. A lupin automatically gets to attempt a DC 10 Wisdom check to detect a lycanthrope within 30 feet, regardless of what form the creature takes. If the lycanthrope is upwind, the range at which a lupin can detect it doubles. If it is downwind, the range is halved. A lupin has a better ability to detect and distinguish the scents of creatures than a human. This gives the lupin a +5 racial bonus on Spot checks made to oppose a known individual's Disguise check if the individual comes within 5 feet. A lupin within 5 feet of an invisible or hidden creature is entitled to a DC 10 Wisdom check as a free action to pinpoint that creature. A lupin gains a +2 racial bonus on all Survival checks made to follow tracks. Lupins can't track by smell alone, but the olfactory clues they find aid their tracking techniques. Lupins take a -2 penalty on all saving throws against attacks based on odor (such as a stinking cloud spell or a ghast's stench). Expert Rider: Lupins always consider Ride a class skill, and they gain a +2 bonus on all Ride checks. Lupins rely on strong mounts while making their yearly nomadic movements, and even settled lupins purchase a horse as soon as they can. +1 bonus on attack rolls and damage rolls against werewolves. As soon as they are weaned, lupins begin learning techniques to fight their ancient foes. +2 bonus on Listen checks: Lupins have a keen sense of hearing. Automatic Languages: Common and Lupin. Bonus languages: Elven, Gnoll, Gnome, Goblin, Halfling, and Sylvan. Lupins tend to learn the languages of both their enemies and their friends. Favored Class: Ranger. A multiclass lupin's ranger class does not count when determining whether he takes an experience point penalty for multiclassing. The lupins' keen senses make them natural trackers. Lupin rangers may choose humanoid (shapechanger) as a favored enemy. CLASS Track You may attempt to follow tracks by making a Survival check each mile. The DC of the check is determined by the factors listed at PH p101. Wild Empathy ranger can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check to improve the attitude of a person (see page 72). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally,influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but he takes a –4 penalty on the check. Combat Style At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor. Endurence Endurance: A ranger gains Endurance (see page 93) as a bonus feat at 3rd level. Animal Companion (Ex): At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the DM’s campaign takes place wholly or partly in an aquatic environment, the DM may add the following creatures to the ranger’s list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. (For instance, an aquatic creature can’t adventure with a ranger on land and shouldn’t be selected by a nonaquatic character without extenuating circumstances). In most cases, the animal companion functions as a mount, sentry, scout, or hunting animal, rather than as a protector. This ability functions like the druid ability of the same name (see page 35), except that the ranger’s effective druid level is one-half his ranger level. For example, the animal companion of a 4th-level ranger would be the equivalent of a 2nd-level druid’s animal companion. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Thus, he must be at least an 8th-level ranger to select from the druid’s list of 4th-level animal companions, and if he chooses one of those animals, his effective druid level would be reduced by 3, to 1st level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st. Nature Sense A druid gains a +2 bonus on Knowledge (nature) and Survival checks. FEATS Nemesis (Lycanthrope) Choose one of your Favored Enemies when you take this feat. You may detect creatures of that race within 60’ (even through walls). Also, you do +1d6 damage to an Evil member of your enemy race. Precise Shot You can use ranged weapons into melee without taking a –4 penalty on your attack. A spellcaster receives this bonus when using a Ray or Energy Missile spell. Rapid Shot When making a Full Attack action with a ranged weapon, you may take one extra attack (at your highest base attack bonus), but all your attacks are at –2. TRAIT Nomadic Trekker You are particularly efficient at overland movement across the great grasslands. You can move overland across trackless plains at normal speed. You gain a +4 bonus on CON checks required for forced marches across plains. Up to one ally per character level can also gain these benefits while traveling with you.