Kuldifolk (3.5e Race)
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|“||We are watching. We do not feel sympathy. If we can get away with it, we do it.||”|
|—Lucian Ice-Tail, Kuldifolk|
Kuldifolk are observers. They watch and don't usually interact. Legend has it that Kuldifolk in wolf form can stand perfectly still in the middle of a blizzard for days. Their patience drives others to insanity and that is when they strike with their powerful claws and fangs. Their favorite activity is to watch creatures get lost in the cold and die. Once dead, they will eat the frozen dead corpse. They usually are Neutral Evil.
 Physical Description
In their humanoid form they have a similar build to a human having a height of 5'3" to 6'0" and weighing around 120 to 150 pounds. However, their ears are slightly pointed, their skin is a pale white, their eyes are a deep red, their lips are a pale blue, and their hair is always white. Kuldifolk lack any wolf like traits in their humanoid form except for their sharp canid teeth although, none will ever notice unless they open their mouth. Their grin is sinister due to these teeth.
In their wolf form they bear a striking resemblance to a Winter Wolf having a slender, powerfully built body with large, thick winter coat of white fur, deeply descending ribcages and sloping backs. They do however have differences. Instead of having icy blue eyes, their eyes are a glowing red color. They are also much smaller only being 5½ ft long and 2½ ft tall. Their tail is ⅔ the length of the head and body.
Kuldifolk cannot get along well with Orcs and Giants. They truly admire only those who live in the tundra and other cold regions and have learned to cope with the cold. Because of this, they have a hard time working with races that come from warmer regions. Kuldifolk can get along well with Winter Wolves only if they are not working alongside giants. Their hatred for Orcs stems not only from their loud communication skills but also from the little known fact that they do not like the way their flesh tastes.
Usually Neutral Evil. Instinctively, Kuldifolk are almost always Neutral Evil. They could care less for the rules and have no passion to invoke chaos. Kuldifolk only care about themselves and those close to them. Their strange passion for watching others die from the cold after driving them insane with their patience makes them Evil in nature.
Kuldifolk love the tundras and frozen wastelands, but are also found lurking outside of cities in a cold area (often) and ion those cities (rarely).
Kuldifolk live around the worship of the specific deity, Wulfkuldi. They devote themselves to following in the footsteps of Wulfkuldi. Those who do not worship Wulfkuldi will loose the ability to survive in the cold and be driven to insanity.
Kuldifolk rarely speak anything but Canine (wolves, dogs, etc.), and their own language, which they only use members of their race, Kultharian. Regardless of whether they communicate in Kultharian, Canine, Common, or some other language, Kuldifolk rarely express their opinions. Kuldifolk can listen to others without saying a word until the other's patience gives out. They never grow bored. Often conversation can end in a staring contest.
Kuldifolk mostly recognize others by their scent but do also have an alias for the human tongue. These names usually include a standard human first name and a last name featuring two parts: A wold trait and a cold trait. For example, Zephyr Frost-Fang would make a good name.
 Racial Traits
- +2 Strength, -4 Charisma: Their lack of normal means of communication renders them with a social awkwardness but inside they have great hidden strength.
- Humanoid (Shapechanger): Kuldifolk are humanoids and can transform into a variation of a winter wolf at-will.
- Wolf Form: It takes Kuldifolk a standard action to transform into a wolf. To transform back to their humanoid form they must do so in moonlight. In wolf form they have Str +2, Dex +4, Con +4 and they cannot use anything that requires thumbs.
- Medium: Kuldifolk get no special bonuses for being a Medium creature.
- Kuldifolk base land speed is 20 (four squares) feet as a humanoid and 50 feet (ten squares) in wolf form.
- Wolf Empathy (Ex): Communicate with wolves, winter wolves, and dire wolves, and +8 racial bonus on Charisma-based checks against wolves and dire wolves.
- Animal Empathy (Ex): Communicate with wolves, winter wolves, and dire wolves, and +4 racial bonus on Charisma-based checks against other animals that are not wolves.
- Trip (Ex): Kuldifolk in wolf form that hits with a bite attack can attempt to trip the opponent (+8 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Kuldifolk.
- Low-Light Vision (Ex): Kuldifolk can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish detail under these conditions.
- Scent (Ex): Kuldifolk can detect approaching enemies, sniff out hidden foes, and track by sense of smell. They can identify familiar odors just as humans do familiar sights.
- Freezing Bite (Su): Kuldifolk in wolf form deals an extra 1d6 points of cold damage every time it bites an opponent, as if its bite were a frost weapon.
- Frost Claw (Su): Kuldifolk in wolf form, after level 5, deal an extra 1d4 points of cold damage every time it strikes an opponent, as if its claws were a frost weapon. This can be activated or deactivated at will.
- Skills: Kuldifolk in wolf form have a +1 racial bonus on Listen, Move Silently, and Spot checks. Kuldifolk in wolf form have a +2 racial bonus on Hide checks. *Their natural coloration grants them a +7 racial bonus on Hide checks in areas of snow and ice. Kuldifolk have a +4 racial bonus on Survival checks when tracking by scent. Fresh snow cover does not add a Survival DC Modifier of +10 to Track.
- Natural Weapons: Kuldifolk have two primary claw attacks in wolf form, each with a damage value of 1d6. They have a powerful Bite which does 1d8+1 in wolf form and 1d4 in humanoid form.
- Kuldifolk have immunity to cold and vulnerability to fire.
- Natural Armor: +4 natural armor in wolf form.
- Carnivore: Kuldifolk are carnivores and must have meat in any form at least once every three days or suffer 1d4 points of Constitution damage. They can eat and but not digest plants. Subsisting primarily on vegetation will kill them eventually.
- Frost Child: Kuldifolk are creatures of the cold and will suffer 1d4 points of Constitution damage in a damp, hot climate.
- Monochrome Sight: Kuldifolk can only see in greyscale.
- Phobia of Liquid Fire: Kuldifolk will avoid lava and magma at all costs.
- Wolf Form: It takes Kuldifolk a standard action to transform into a wolf. To transform back to their humanoid form they must do so in moonlight. In wolf form they have Str +2, Dex +4, Con +4.
- Unusual Form: Armor fitted for creatures with human body types won't fit a Kuldifolk due to their shapeshifting ability. Only exotic armor, specially crafted by an expert in shapeshifting Kuldifolk can fit them (+~100% base price). If you can find that
- Racial Feats: Alertness, Track
- Automatic Languages: Canine and Common. Bonus Languages: Celestial, Sylvan.
- Favored Class: Kuldifolk ParagonFeral Warrior,Flagellant, any nature or Str based class that works well with Shapechangers.
- Level Adjustment: LA +2
 Vital Statistics
|Middle Age1||Old2||Venerable3||Maximum Age|
|80 years||160 years||250 years||+4d20 years|