Wolder (3.5e Race)
From D&D Wiki
Agile, dextrous, and intelligent. These are used to describe Woldii only when used in conjunction with the modifier not. But they more than make up for it in size, strength, and love. Incredibly stupid, a Wolder will usually be directed by a... er... more intelligent being. Fierce and steadfast, they will protect this newfound "master" until their very deaths. It is worth noting that they don't respond well to cruelty, and so are rarely found serving evil overlords. Aside from being sapient, they follow many of the patterns of the larger, harier breed of dog. They enjoy being petted and like nothing more than to curl up in front of the fire at the end of a long day. Yes, the Wolder is man/elf/dwarf/halfling/gnome's best friend. On their own, however, they are a totally different beast. They generally are found around caves in clans of 12-36. They live a nomadic livestyle, and bear no weapons or tools. They are stil at the tribal stage, and infighting is very common between tribes.
 Physical Description
The average Wolder stands at about 7 feet on two mighty legs while it's hands trail down to the ground for added support. The creatures weigh in at about 700-800 pounds of fur, fat, and bone and have a thick, shaggy coat. This coat is usually a creamy white although the occasional Wolder is born with black or brown fur. They look decidedly canine, but have a larger skull, with more intelligent eyes. Plus each Wolder, male or female, has a pair of curling rams horns. They generally live as long as their chosen master. No one has yet to ascertain the true lifespan of a Wolder as they... well... never seem to age. The females are, by and large, identical to the males.
Humans are by far the Woldii's favorite. This may be caused by their canine instincts or maybe even magical tampering sometime in this species past. They also enjoy the company of gnomes whose jocular nature causes a sort of synergy effect which sends the Wolder into a estatic frenzy. Woldii like elves, but find that their stately manner is just too much while Dwarves are generally too somber for their tastes and they loathe being underground. Halflings are well liek, though no where near as much as humans. They also harbor an intense dislike for goblinoids because they "smell bad." Most other races are treated warmly, but not as friends.
Always good, regardless of master's preference. These gentle beasts simply are incapable of evil. They generally favor the Lawful alignment as well- their innate desire for a master means they feel compelled to follow orders.
The average Wolder prefers icy mountains, cool caves, and snowy tundra but will gladly follow his master anywhere and everywhere.
The religious preference of the Woldii is almost always that of their master. Other peaceful or nature gods are worshipped by this race.
Woldii, not being very brainy, generally speak only common and canine. The only other languages available to them are that which their master speaks.
The Woldii names are generally short descriptions of what they are like. Some examples include: "He-who-smells-like-a-thousand-latrines", "Sharp-Fang", and "Mighty-Claw." After acquiring a master they will take on a name from his chosen culture.
 Racial Traits
- +8 Strength +6 Constitution -4 Dexterity -6 intelligence(minimum of three)-4 wisdom +4 charisma. Brawn, not brain- exactly what a Wolder is all about! Plus they're so very cute and fluffy.
- Monstrous Humanoid
- Large size: –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
- A Wolder's base land speed is 40 feet. You may think their loping gait is funny, but they're faster than they look!
- Powerful Charge (Ex): A Wolder typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack that deals 4d6 plus 1-1/2 Str bonus points of damage.
- +4 Natural Armor Bonus. It may be soft, but that fur is thick.
- Natural Weapons: 2 claws (1d4) and bite (1d4).
- Desire for Master: Once, upon creation, the Wolder must choose a party member. From this point forth, the Wolder must follow, but not necessarily obey, his master. This forms a tight, unbreakable bond between the two that can only be broken by the death of one, or by the master's excessive abuse of the Wolder. This bond is similar to that of an Animal companion. The master receives +3 Hitpoints and +1 Natural Armor.
- Automatic Languages: Common, Canine. Bonus Languages: Whatever master speaks.
- Warrior. Though it is often assumed, due to their large bulk and low intelligence, that Woldii make good barbarians, they simply do not possess the inner rage or love of violence required for that class. The Warrior class suits their purposes far better.
- Level Adjustment: +2