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Thread: Dire Wolf/Warg switch
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2015-01-07, 07:15 PM (ISO 8601)
- Join Date
- Mar 2011
- Location
- Cydonia
Dire Wolf/Warg switch
Does it bug anyone else that real-life dire wolves were more like D&D worgs, physically, than D&D dire wolves? Also, worgs in Tolkien's work (spelled "warg" by him) were large enough to be ridden by orcs (though orcs in middle earth were basically the same as goblins, as I understand it). Still, I think wargs should be large, and dire wolves should be medium. So, I switched some of their stats with each other, then made a few adjustments of my own.
Dire Wolf
Medium Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +2
Speed: 40ft.
Armor Class: 16 (+2 dex, +4 natural), touch 12, flat-footed 12
Base Attack/Grapple: +3/+6
Attack: Bite +7 (1d8+4)
Space/Reach: 5ft/5ft
Special Attacks: Trip (+3)
Special Qualities: Low-light Vision, Scent
Saves: Fort +7, Ref +6, Will +5
Abilities: Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +5, Listen +5, Move Silently +5, Spot +5, Survival +2 (+6 when tracking by scent)
Feats: Track (B), Weapon Focus (Bite), Improved Natural Attack (Bite)
Environment: Temperate Forests
Organization: Solitary, or pack (6-11)
Challenge Rating: 2
Treasure: Incidental
+2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
3HD version:SpoilerDire Wolf
Medium Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +2
Speed: 40ft.
Armor Class: 16 (+2 dex, +4 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/+5
Attack: Bite +6 (1d8+4)
Space/Reach: 5ft/5ft
Special Attacks: Trip (+3)
Special Qualities: Low-light Vision, Scent
Saves: Fort +6, Ref +5, Will +4
Abilities: Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +5, Listen +5, Move Silently +5, Spot +5, Survival +1 (+5 when tracking by scent)
Feats: Track (B), Weapon Focus (Bite), Improved Natural Attack (Bite)
Environment: Temperate Forests
Organization: Solitary, or pack (6-11)
Challenge Rating: 2
Treasure: Incidental
+2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
Warg
Large Magical Beast
Hit Dice: 6d10+18 (51 hp)
Initiative: +2
Speed: 50 ft.
Armor Class: 16 (-1 size, +2 dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +6/+17
Attack: Bite +13 (1d8+10)
Space/Reach: 10ft/5ft
Special Attacks: Trip (+11)
Special Qualities: Darkvision 60ft, Low-light Vision, Scent
Saves: Fort +8, Ref +7, Will +4
Abilities: Str 25, Dex 15, Con 17, Int 6, Wis 14, Cha 10
Skills: Hide +2, Listen +6, Move Silently +5, Spot +6, Survival +5 (+9 when tracking by scent)
Feats: Alertness, Track, Weapon Focus (Bite)
Environment: Temperate Plains
Organization: Solitary, pair, or pack (5-8)
Challenge Rating: 3 (4? not sure)
Treasure: 1/10 coins; 50% goods; 50% items
+1 racial bonus on Listen, Move Silently, and Spot checks, and a +2 racial bonus on Hide checks. +4 racial bonus on Survival checks when tracking by scent.
Warg could also be used as a starting point when making buffed-up winter wolves.
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2015-01-07, 07:38 PM (ISO 8601)
- Join Date
- Oct 2014
Re: Dire Wolf/Warg switch
Well, I'll admit that dire wolves probably shouldn't be mounts if the magical wolves of a setting are smaller than said dire wolves. So I'll agree.
What I do not agree on is the Cold Resistance 5. Cold Resistance is the ability to resist a focused, intense blast of elemental cold as an energy damage effect, not necessarily the result of the weather or temperate. A Polar bear? Maybe. But not a wolf. Just because something is covered in thick coats of fur does not mean that it can resist cold damage in that manner. What you're looking for is an Endure the Elements effect since that covers low temperature.
Edit: I apologize if I sounded snide or rude in the above. I did not realize I felt so passionately about the subject, probably because it's all about wolves.Last edited by Almarck; 2015-01-07 at 07:40 PM.
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