Lupin2

Lupin, also known as Werewolves, are wolf-like humanoids who inhabit the town of Quelb, and are known for their famous leader, Kelger, one of the dawn warriors. Their bestial nature is where their strengths lie, making them formidable, if a little cowardly, warriors and knights.

Note: While not an explicit racial feature, Lupin should be considered as lycanthropes and thus, if using base pathfinder lycanthropy, Lupin are immune to being infected with such.

Table: Starting Adulthood Ranges

Adulthood Intuitive Self-Taught Trained
After 11 Years +1d3 years (12 - 14 Years) +1d4 years (12 - 15 Years) +1d6 years (12 - 17 Years)
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5 ft. 6 in. +2d10 in. (5 ft. 8 in. - 7 ft. 2 in.) 185 lbs. +2d10x4 lbs (193 - 225)
Female 4 ft. 11 in. +2d10 in. (5 ft. 1 in. - 6 ft. 7 in.) 130 lbs. +2d10x4 lbs (138 - 170)

Standard Racial Traits

Ability Score Modifier: Lupin are strong and cunning, but also rather cowardly. They gain +2 strength, +2 intelligence and -2 wisdom
Size: Lupin are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Lupin are humanoids with the lycanthrope subtype
Base Speed: Lupin have a base speed of 30 feet.
Languages: Lupin begin play speaking Common and Lupin. Lupin with high Intelligence scores can choose from the following: Elven, Sylvan, Moogle, and Undercommon. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Thick Hide: Lupin are protected by a tough layer of fur and hide. They gain a +1 racial bonus to natural armour.

Feat and Skill Racial Traits

Natural Born Trackers: Lupin have an immense advantage when hunting prey. They gain a +2 bonus to survival, and an additional +2 for tracking
Lupine Empathy: Lupin, being naturally wolf-like, can communicate and deal with wolves, dogs and similar wolf-like species as if they shared a language. They may use diplomacy in place of handle animal with any wolf, dog or member of a wolf-like species and gain a +2 bonus when doing so.

Offensive Racial Traits

Feral Fighter: Lupin grow up surviving with the aid of their claws. Lupin gain 2 claw attacks, dealing 1d4 damage. These are primary attacks, unless the Lupin uses them in conjunction with manufactured weapons, in which case they are secondary attacks

Senses Racial Traits

Low-Light Vision: Lupin can see twice as far as a hume in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Scent: Lupin gain the scent monster ability

Weakness Racial Traits

Silver Aversion: Being of lycanthropic heritage, Lupins suffer from silver weapons. The Lupin takes an additional 1 damage per die when hit by a silver weapon.

Alternate Racial Traits

Wolfmaster: Some Lupin are capable of more than just communicating with wolfkind, and raise them as staunch allies. Lupine companions of a Lupin with this racial trait add +2 to one ability score of their choice if an animal companion, avatar or mount is a wolf or wolf-like creature, such as a warg. This applies to all animal companions. avatars or mounts who qualify. Wolfmaster replaces Natural Born Trackers and Feral Fighter

Warwolf: Some Lupin hone their bodies to a lethal weapon. Lupin with this racial trait gain a bite attack, dealing 1d6 damage. In addition, they may use their natural attacks as if they are unarmed strikes for class features and feats. Warwolf replaces Natural Born Trackers and Lupine Empathy.

Lycanthropic Heritage: Lupin are natural born lycanthropes, They count their level as 1 higher for the purposes of duration for a lycanthropic class and it’s features. Lycanthropic Heritage replaces Thick Hide

Subraces

Ursine

Drawing from their heritage alongside bears rather than wolves, Ursine embody their own strengths

Ability Score Modifiers: Ursine gain +2 Constitution, +2 Wisdom and -2 Dexterity. Ursines are bulky, long-lived and wise, but suffer from their overbearing size.
Ursan Empathy: Ursine, being naturally bear like, can communicate and deal with bears as if one of their own. They may use diplomacy in place of handle animal with any bear, and gain a +2 bonus when doing so. Ursan Empathy replaces Lupine Empathy
Treeborn: Ursine are renowned for building great tree-forts and residing off the ground. Ursine gain a +2 racial bonus to Climb, which increases to +4 when climbing trees or wooden walls. Treeborn replaces Natural Born Trackers

Kitsune (Pop Culture Subrace)

Drawing from a trickster fox far back in the bloodline, Kitsunes blurs the line between beast and humanoid far closer than other Lupin adjacent races. Kitsune can be both incredibly human, or fully furred, or even partially another race. This has no mechanical benefit.

Ability Score Modifiers: Kitsune gain +2 dexterity, +2 charisma and -2 strength. Kitsune are lithe, charismatic creatures but struggle with heftier tasks.
Change Shape (Su): A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune gains a +10 racial bonus on Disguise checks made to appear hume. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely. Change Shape replaces Thick Hide and Feral Fighter

Favoured Class Bonuses

Beastmaster: Add +1/2 to handle animal checks related to canine or lupine creatures.
Black Belt: Add 1/4 to the black belt's effective level to determine his unarmed strike damage. (2d10 increases to 3d8. This does not stack with the heavy handed talent.)
Dark Knight: Lose +1/3 fewer hit points when using darkside, to a minimum of 1 point per die rolled.
Knight: Add +1 to the number of rounds the knight may remain in defensive stance each day.
Ranger: Add +1/2 to survival checks made to track a favoured enemy by scent.
Samurai: Add +1/3 to their attack modifier when using shirahadori.
Warrior: Add +1/4 to the warrior’s effective level to determine their chosen weapon bonus.