Dogs

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Domestic Animals

Basic House Dog

Small Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/–3
Attack: Bite +2 melee (1d4+1)
Full Attack: Bite +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +7, Listen +5, Spot +5, Survival +1*
Feats: Alertness, Track
Environment: Temperate plains
Organization: Solitary or pack (5–12)
Challenge Rating: 1/3
Advancement:

The statistics presented here describe a fairly small dog of about 20 to 50 pounds in weight. They also can be used for small wild canines such as coyotes, jackals, and African wild dogs.

Combat


Skills: Dogs have a +4 racial bonus on Jump checks. *Dogs have a +4 racial bonus on Survival checks when tracking by scent.

Dog, Riding

Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (1d6+3)
Full Attack: Bite +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*
Feats: Alertness, TrackB
Environment: Temperate plains
Organization: Solitary or pack (5–12)
Challenge Rating: 1
Advancement:

This category includes working breeds such as collies, huskies, and St. Bernards.

Carrying Capacity: A light load for a riding dog is up to 100 pounds; a medium load, 101–200 pounds; and a heavy load, 201–300 pounds. A riding dog can drag 1,500 pounds.

Combat

If trained for war, these animals can make trip attacks just as wolves. A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Skills: Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.

Dog, Guard

Medium Animal
Hit Dice: 3d8+6 (22 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Base Attack/Grapple: +2/+4
Attack: Bite +4 melee (1d8+4)
Full Attack: Bite +4 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip, Bay
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +6, Will +1
Abilities: Str 16, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1
Feats: Alertness, Track
Environment: Any
Organization: Solitary or pack (5–12)
Challenge Rating: 3
Advancement:

Generally large mastiffs or wolfhounds, they have keen senses of smell and hearing. Although not usually vicious, these dogs are bred for strength. They are unsuitable for riding due to their normally squat and bulky frames but will tolerate barding so are often equipped with some type of armor.

Carrying Capacity: A light load for a guard dog is up to 225 pounds; a medium load, 226–450 pounds; and a heavy load, 451–700 pounds. A guard dog can drag 2,100 pounds.

Combat

Specially trained to guard a certain object, location, or person, once commanded to guard there are few things that can make them abandon their duty. They will viciously attack anything approaching or molesting whatever they are set to guard.

Trip (Ex): A guard dog that hits with a bite attack can attempt to trip the opponent (+1 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 guard dog.

Bay: If the guard dog succeeds at a Trip attempt against an opponent, it can immediately initiate a grapple check to lock it's jaws onto the opponent's throat. If successful, the next attack is immediately successful and does maximum critical damage (as a coup-de-grace). The guard dog may attempt to initiate the grapple as a normal attack at any time the opponent is still prone after a successful trip.

Skills: Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.

Dog, Hunting

Small Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +4
Speed: 50 ft. (10 squares)
Armor Class: 16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12
Base Attack/Grapple: +1/–2
Attack: Bite +3 melee (1d4+2)
Full Attack: Bite +3 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip, Bay
Special Qualities: Low-light vision, scent, spring attack
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 14, Dex 18, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +7, Listen +5, Spot +5, Survival +1
Feats: Alertness, Track
Environment: Temperate plains
Organization: Solitary or pack (5–12)
Challenge Rating: 2
Advancement:

The statistics presented here describe a fairly small dog of about 20 to 50 pounds in weight. They also can be used for small wild canines such as coyotes, jackals, and African wild dogs. Hunting dogs are trained to follow its master's commands and will track down creatures barking constantly to let their master's know their location.

Carrying Capacity: A light load for a hunting dog is up to 100 pounds; a medium load, 101–200 pounds; and a heavy load, 201–300 pounds. A hunting dog can drag 1,500 pounds.

Combat

Hunting dogs generally hunt in packs, chasing and exhausting prey until they can drag it down. They can also be trained to coral the prey and keep it stationary until their master arrives to deal with the prey.

Trip (Ex): A hunting dog that hits with a bite attack can attempt to trip the opponent (+1 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 hunting dog.

Bay: If the hunting dog succeeds at a Trip attempt against an opponent, it can immediately initiate a grapple check to lock it's jaws onto the opponent's throat. If successful, the next attack is immediately successful and does maximum critical damage (as a coup-de-grace). The hunting dog may attempt to initiate the grapple as a normal attack at any time the opponent is still prone after a successful trip.

Skills: Hunting dogs have a +4 racial bonus on Jump checks. Hunting dogs have a +4 racial bonus on Survival checks when tracking by scent.

Spring Attack: Hunting dogs can move both before and after the attack, provided that the dog's total distance moved is not greater than the dog's speed. Moving in this way does not provoke an attack of opportunity from the defender.

Dog, Sled

Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +2/+4
Attack: Bite +4 melee (1d6+4)
Full Attack: Bite +4 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 16, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +9, Listen +5, Spot +5, Swim +4, Survival +1
Feats: Alertness, Track
Environment: Arctic
Organization: Solitary or pack (5–12)
Challenge Rating: 1
Advancement:

This category includes working breeds such as collies, huskies, and St. Bernards. They are trained and bred to pull sleds over snow or ice. They can be ridden in emergencies but are normally are hitched to a harness to pull loads instead.

Carrying Capacity: A light load for a sled dog is up to 225 pounds; a medium load, 226–450 pounds; and a heavy load, 451–700 pounds. A sled dog can drag 2,100 pounds.

Combat


Skills: Sled dogs have a +4 racial bonus on Jump checks. Sled dogs have a +4 racial bonus on Survival checks when tracking by scent.

Dog, War

Medium Animal
Hit Dice: 3d8+9 (28 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +3/+5
Attack: Bite +5 melee (2d4+4)
Full Attack: Bite +5 melee (2d4+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent, spring attack
Saves: Fort +6, Ref +5, Will +1
Abilities: Str 17, Dex 15, Con 16, Int 2, Wis 12, Cha 6
Skills: Jump +9, Listen +5, Spot +5, Swim +4, Survival +3
Feats: Alertness, Track, Weapon Focus (bite)
Environment: Any
Organization: Domesticated, Solitary or pack (5–12)
Challenge Rating: 3
Advancement:

Generally large mastiffs or wolfhounds, they have keen senses of smell and hearing. Although not usually vicious, these dogs are bred for strength and ferocity and can often bite through clothing and armor with the muscles of their jaws. They are unsuitable for riding due to their normally squat and bulky frames but will tolerate barding so are often equipped with some type of armor.

Carrying Capacity: A light load for a war dog is up to 250 pounds; a medium load, 251–500 pounds; and a heavy load, 501–750 pounds. A war dog can drag 2,250 pounds.

Combat

War dogs are unsubtle combatants who will simply charge headfirst when commanded against nearly any foe. If faced with a huge creature or larger, they will tend to dart in to take bites at the flanks of an opponent and retreat to a safe distance.

Trip (Ex): A war dog that hits with a bite attack can attempt to trip the opponent (+1 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 war dog.

Skills: War dogs have a +4 racial bonus on Jump checks. War dogs have a +4 racial bonus on Survival checks when tracking by scent.

Spring Attack: War dogs can move both before and after the attack, provided that the dog's total distance moved is not greater than the dog's speed. Moving in this way does not provoke an attack of opportunity from the defender. The war dog can’t use this ability if the character is in heavy barding.