Tuesday, December 16, 2008

The Vulpines, TempestFannac's submission homebrew

Humanoid (Vulpine).
-2 Str, +2 Wis
Medium sized
Cold Endurance feat
Low-Light vision
Talk with Animals at-will (extraordinary ability)
Immune to ageing effects
Automatic languages: Common and Sylvan
Favoured Class: Druid

10% of them are some sort of Druid, 30% are Clerics, Wizards, Archivists, or Bards, 20% are Rangers, Rogues or Scouts and the rest are likely to be Experts, possibly with Adept or Magewright levels.

*+2 to saving throws to resist [Cold] spells, can exist in temparatures of between 0 and 90 degrees F without needing Fortitude saves. Source: Frostburn sourcebook.

Apperance: Vulpines are typically 5' to 5'8" tall while weighing 80- 130 Lbs on average (males and females are about the same size as each other. They are basically humanoid foxes with digigrad legs (they have the same sort of hands that normal humans have). They have think red, brown, grey, white or black fur while typically limiting their clothing to loose robes while going barepawed (they don't need a lot of clothing due to their thick fur).

Culture: they are typically Neutral Good while classing protecting nature as the most important thing there is. Vulpines typically mate for life, but all of the cubs are raised by the whole tribe. Groups typically consist of 50-100 individuals while being lad by an elected adult. Most Vulpines prefer to use magic rather then violence due to their lack of physical strength. Most of them are Druids, but Archivists and Wizards are quite common along with Rangers and Experts (not all Vulpines are cut out to become spellcasters, but their edication system means that almost all of them are skilled in at least a couple of areas). Their close ties to nature result in them being able to talk with animals while avoiding the ravages of ageing. (They become adults at 15 while dieing of old age after they reach the age of 80. They don't get any bonuses or penalties from getting older). They tend to worship good dieties who are connected to the sun, nature and healing such as Pelor and Ehlonna.

Most Vulpines have at least 3 or 4 ranks in 1 profession or Craft skill due to how they all tend to contribute to their communities economies, which tend to be geared towards subsistance (some tribes have extensive trading networks with other non-evil races, but they tend not to monopolise trade). Vulpine settle ments are normally found in forests (where most of the tribe members live in tree-houses), or on grasslands (where most of the buildings are tents, apart from more perminant structures, which tend to be made out of wood or stone depending on the surrounding resources). Vulpines typically raise chickens for eggs rather then meat, and they grow a lot of fruit and vegetables while using sheep as their main source of meat (they are omnivours, but they tend to eat more meat then anything else). They sometimes hunt other animals as well. Everlasting Wands of Create food and water are sometimes used to eliminate the need for agriculture or hunting. Each settlement will have a bath house which includes toilets (Vulpines tend to realise the importance of cleanliness, and they have descent irrigation skills thanks to their easy access to Create Water spells).

Vulpines don't have a particularly advanced legal system; most of them tend not to have any interests in hurting other creatures unless it's necessary, and the communal economic system has resulted ina lack of personal property. trials are often quick thanks to Zone of Truth and Detect Thought spells, and punishments typically aren't particularly harsh. (Eg: a thief hay have his/her tail, lower legs or head shaved bald, or they may be locked in a pillory or some stocks for 2-4 hours. Starting fights or damaging property could result in more shaving, being turned into a lave for a few days using Dominate Person spells, being polymorphed or cursed for a couple of weeks or being locked in a dirty prison cell for up to a week, while killing someone would result in execution by decapitation). Repeated offences can result in a Vulpine being exiled and/or losing their tail (this is rarely done due to most Vulpines being too attached to their tails to want to risk losing them).

In regards to arts and crafts, Vulpines are known for favouring sculptures over other mediums. They tend to spend their leasure time with things like competative sports, weapons or magic training or reading. Music-wise, they tend to favour wind and string instruments over percussion and keyboard-based instruments. Vulpines typically celebrate New Moons due to seeing them as a time for new starts. Other holidays will typicaly vary depending on the tribe's dominant religion. In regards to items, most communities will have a descent stock of potions, scrolls and wands. Getting hold of melee weapons and heavy armour from Vulpines is normally hard due to how they often don't need these items for themselves.

Relationships with other races: Vulpines tend to get on with Fey creatures and Elves due to their shared interst in nature. They also typically get on well with normal animals due to their ability to talk with them without magic. Any races which don;t use nature responsibly are likely to find themselves at odds with Vulpines.

Ageing: If the DM wants to use the standard D&D ageing system, add the mental stat bonuses at ages 35, 60 and 80 (normally, I wouldn't add these due to how the penalties don't apply to Vulpines). To calculate a Vulpine's maximum age roll a d10 and add his/her Con modifier to the total. Due to being trained from childhood, all classes have 15 as a minimum starting age.

Vulpine Paragon Class:

BAB: Rogue. HD: d8. Class skills: Survival, Spot, Listen, Balance, Tumble, Hide, Move Silently, Craft, Handle Animal. Skill points: 4. Good saves: Reflex+ Will.

1: Duration of all Summon spells increaded by 2 rounds, Scent.
2: +1 Druid spellcasting level, Darkvision.
3: +1 Druid spellcasting level, +2 Wis.

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