Wolffolk (4e Race)

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Wolffolk[edit]

Wise and perceptive, nothing gets by these learned creatures

Racial Traits
Average Height: 5'5"-6'
Average Weight: 125-190 lbs.
Ability Scores: +2 Intelligence; +2 Wisdom or Charisma
Size: Medium
Speed: 6 squares
Vision: Low-Light
Languages: Common
Skill Bonuses: +2 Insight, +2 Perception
Cold Endurance: You gain a +4 racial bonus to endurance checks made to withstand cold or frigid cold conditions.
Cold Resistance: You gain cold resistance equal to 5 + one-half your level.
Pack Master: You have the pack master power.


Pack Master Wolffolk Racial Power
The more help you get, the deadlier a warrior you become.
Encounter
Free Action Personal
Trigger: You make an attack roll against an enemy that does not have combat advantage against you.
Effect: You gain a +1 power bonus to the attack roll for each ally adjacent to the target (including you).


A quiet but sagacious race, the wolffolk are devoted strongly to each other and have an uncanny sense of themselves and others. Though people can find their appearance menacing, those who take the time to understand the wolffolk find a devoted, familial, deep, and intelligent group.

Play a wolffolk if you want...

  • To be strong of mind and spirit
  • To be able to fight effectively in groups
  • To be a member of a race that favors the artificer, avenger, psion, or wizard classes.

Physical Qualities[edit]

Wolffolk are wolf/human hybrids. They stand about human height, but normally weigh only 150 to 160 pounds. Their bodies are thin and muscular, and they have thin body hair which functions effectively in the cold. They have wolf-like heads, bearing elongated skulls and snouts. Their ears are slightly longer than humans to allow them to hear more effectively.

Wolffolk live lives comparable to elves. They normally live 200 to 220 years, but old age does have some effect on them. They lose more strength in old age than the elves, but not as much as the humans.

Playing a Wolffolk[edit]

To be a wolffolk is to belong. The bonds of family mean more to a wolffolk more than anything else. This pack mentality is believed to be a trace of the wolffolk animal bonding with its human side. Whether or this is true is possible, but the wolffolk places family at the forefront of their lives, and they will not stand for anyone profaning the name they hold to such high regard. In that regard, the wolffolk are staunch and loyal, almost to a fault.

One would think the drow and wolffolk would interact well, but such a thing could not be further from the truth. The wolffolk view the drow as evil bickerers and cowards who pervert their family names, not protect them. However, they have great respect for halflings and dwarves, especially dwarves. Wolffolk prefer to avoid the ratfolk, whose dark nature rubs them the wrong way.

Wolffolk Characteristics: Clever, crafty, family-oriented, loyal, pack-minded, perceptive, resourceful, smart, strong-willed, wise

Male Names: Aatu, Bertolf, Coinín, Fenrisúlfr, Hemming, Lykaon, Randolf, Seff, Ulfric, Vukasin, Wolfe, Ze'ev

Female Names: Adalwolfa, Agwang, Daciana, Guadalupe, Lupita, Otsana, Ralphina, Ula, Úlfa, Ulrica, Ulva, Velvela, Ylva

Wolffolk Adventurers[edit]

Three sample wolffolk adventurers are described below.

Spike is a male wolffolk artificer who lives with his family in Ironguard. He is a tinkerer and craftsman who forges weapons and sells them on the market. Though capable of enhancing these weapons with magical power, Spike imparts his magic only to his best creations. His business is the only source of income his family has, as his talents are truly special. When he was called to the arena, he saw an opportunity in adventure to pay his family for life. Despite his knowledge of the risks, the chance of seeing the outside holds great appeal to Spike.

Kiba is a male wolffolk avenger of the Lady of Ravens, a seeker of shadows and an enforcer of his faith. Always level-headed and composed, Kiba doesn’t let anything impair his judgment and loves perusing the local temple library. Though he will not hesitate to strike down those who would slander or destroy his faith, he will not do so blindly or carelessly, and tries his best to censure or kill only as a last resort.

Eliza is a female wolffolk wizard, a promising student in an arcane academy dedicated to Kivilian, the god of knowledge. Wishing to learn all there is to know about the arcane, Eliza most wishes to learn of the Ultimate Spell: A rite of arcane power that would open the door to all the knowledge of the world. Now a graduate of the academy, Eliza has joined a group of treasure-hunters with the goal of acquiring more information on the Ultimate Spell.



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