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Lupinby Eric Anondson
You can find the 2e stats in this file.
Here are my 3e conversion attempts based on the info given in the above link.
Lupin, 1st-Level Warrior
Medium Humanoid (Lupin)
Hit Dice: 1d8 (5 hp)
Speed: 30 ft. (6 squares)
Armor Class: 13 (+3 studded leather), touch 10, flat-footed 13
Base Attack/Grapple: +1/+1
Attack: Bite +0 melee (1d4) or rapier (1d6/1820)
Full Attack: Bite +0 melee (1d4) or rapier (1d6/1820)
Space/Reach: 5 ft./5 ft.
Special Qualities: Low-light vision, scent, uncanny senses
Saves: Fort +2, Ref +0, Will +0
Abilities: Str 11, Dex 10, Con 12, Int 10, Wis 9, Cha 11
Skills: Handle Animal +2, Jump +2 Listen +8, Spot +2, Swim +2
Organization: Band (36)
Challenge Rating: 1/2
Alignment: Usually good
Advancement: By character class
Level Adjustment: +0
Enhanced Scent (Ex): The scent ability of Lupins is even more effective than normal. Lupins can recognize the smell of a creature it has encountered before with an Intelligence check at DC 10.
Uncanny Senses (Ex): For every round an invisible creature is within 10 feet, the lupin can make a Listen, Spot or Track check (whichever is higher) with a +4 circumstance bonus. Success means the lupin knows that there is an invisible creature within that range, but not which square it is in. If the lupins check is successful it will know whether the creature is invisible, ethereal, or hiding in plain sight.
A lupin can recognize a lycanthrope with total accuracy no matter which form it is in, plus lupins receive a +3 racial bonus to checks to recognize lupins in alternate forms.
Skills: Lupins receive a +8 racial bonus to Listen checks and +2 racial bonus to Spot checks.
Lupin characters possess the following racial traits.
Constitution +2, Wisdom 2.
A lupins base land speed is 30 feet.
Racial Skills: Lupins receive a +4 circumstance bonus when checking (Listen, Spot or Track) to find or follow a track. Lupins also receive a +8 racial bonus to Listen checks and a +2 racial bonus to Spot check.
Racial Feats: Lupins receive Blind-fight as racial bonus feat, plus they gain feats according to its character class.
Natural Weapons: Bite (1d4)
Special Qualities: Lupins have the scent ability, and uncanny senses (see above).
Special Qualities: Wolfsbane vulnerability.
Automatic Languages: Common and either Renardois or Lupin. Bonus Languages: Espa, Eusdrian, Rakastan, Tortle, Verdan, Yazakan.
Favored Class: Ranger
Wolfsbane On Lupins
Poison (Ex): Ingested, Fortitude DC 10, initial damage 3d6 Con, secondary damage 3d6 Con. The save DC is Constitution based.
Poison (Ex): Injury, Fortitude DC 15, initial damage 2d4 Str + 2d4 Con + 2d4 Dex + 2d4 Int + 2d4 Wis + 2d4 Cha, secondary damage 0. The save DC is Constitution based.