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Arachu
2008-12-26, 11:28 PM
Scant in numbers and all but unknown, the Tanga Hounds roam the various streets and plains of the world. Only a handful of people know the truth of the hounds; their impeccable use of natural magic and their uncanny grasp of language, but none, perhaps even the hounds themselves, know the source of this power.

Tanga Hound
Small Magical Beast (Shapechanger)
Hit Dice: 1D10+3 (8 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 Size, +3 Dex, +1 Natural), touch 12, Flat-footed 12
Base Attack/Grapple: +1 /–2
Attack: Bite +1 melee (1D4+1 and venom)
Full Attack: Bite +1 melee (1D4+1 and venom)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burst, Sonic Bark
Special Qualities: Humanoid Form, Metaphysical Form, Language Comprehension, Scent
Saves: Fort +3 Ref +3 Will +2
Abilities: Str 12(+1) Dex 17(+3) Con 16(+3) Int 6(-2) Wis 14(+2) Cha 10(+0)
Feats: Alertness, Weapon Finesse
Environment: Temperate Plains, Light Woods, Towns and Villages.
Organization: Usually Solitary. Occasionally Pairs or Groups of 3-5.Sometimes Pack (1-2+2-6 dogs)
Challenge Rating: ?
Treasure: N/A
Alignment: Usually True Neutral

-Description-
In appearance, Tanga Hounds are indistinguishable from a mundane dog. The most obvious physical difference is in their golden eyes. Much like a normal dog, it tends to be 20 to 50 pounds in weight. Additionally, a Tanga Hound is capable of learning almost any language, so long as it hears enough of it.

Unlike an ordinary dog, a Tanga Hound does not possess low-light vision. It is unknown why.

Tanga Hounds get a +1 racial bonus to Listen and Spot checks, a +2 racial bonus to Tumble checks, and a +3 racial bonus to Survival when tracking with scent

Combat
Tanga Hounds are ambushers, watching prey before attacking. Their bite isn’t quite as strong as a normal dog’s-though they may carry poison. Their real strength is in their sonic bark.

Alertness: Grants +2 Listen and Spot
Weapon Finesse: You can use your DEX modifier instead of your STR modifier with a light weapon, assuming the DEX is higher. This applies to both of the Hound’s forms.

Venom: A successful bite from a Tanga Hound has a 3 in 4 chance (D% for DC 75) of envenoming its target. The venom itself has no immediate effect, but once a turn starting three turns after poisoning it inflicts 1D4+1 CON damage. Starting six turns in and for every five turns thereafter it adds D3 CON damage. The Tanga Hound may choose not to use its venom if it wishes (for example, it it’s wrestling another Tanga Hound).
Additionally, if the attack hits, but deals no damage, it may still envenom for a DC of 25.

Burst: A Tanga Hound is capable of releasing a powerful burst of kinetic energy at its foes. Three times a day, it can attack an enemy three squares away for D10 force damage. The enemy must be in a straight line from the Tanga Hound. This is a spell-like ability.


Sonic Bark: A Tanga Hound’s bark carries many frequencies. If the bark is loud enough and the breath precise, it may become as potent as a hammer. Once an hour, a Tanga Hound may release a destructive sonic-based bark attack identical to the Shout spell. (In this case, ‘once an hour’ means that it has to wait an hour to use it again after using it.)
Casting Time: 1 standard action
Range: 30 feet
Area of effect: cone-shaped burst
Duration: Instantaneous
Save: Fortitude partial or Reflex negates
Any creature within the area of effect is deafened for 2D6 rounds and takes 5D6 points of sonic damage. A successful save nullifies the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1D6 points of sonic damage per the hound's level (maximum 15D6). An effected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save.
Sonic Bark cannot penetrate a Silence spell.

Ethereal Form: Tanga Hounds can easily be mistaken for Blink Dogs due to an incredible ability to fade into the ethereal plane. At will, they are capable of using Ethereal Form, which allows them to enter the ethereal plane. In that plane, light passes through their bodies, and as a result, spells like True Sight are incapable of discerning the dog, although their barks become visible…
They may only do so twice a day.
The barks (sonic or otherwise) are visible as transparent waves radiating from the hound. They cannot be seen from the material plane.

Humanoid Form: At will, as a full action, a Tanga Hound is capable of polymorphing its form into that of a humanoid that it is familiar with. The Humanoid Form cannot be smaller than the Tanga Hound and it must be within one size category larger than the dog (the form can be small or medium, but not tiny and not large). If the dog somehow increases or decreases in size, it can still take only the form of something of its size or one category larger. If the form is incapable of speech, then the new form cannot speak. The new form retains all of the Hound’s abilities.

Language Comprehension: A Tanga Hound is capable of translating any language it hears into language it knows. So long as the subject’s mind is open (‘readable’), any word spoken within the Hound’s earshot is immediately comprehended by it. This effect is null if the Tanga Hound does not know any languages and pointless if it already knows the target language. If it’s in humanoid form, it may speak in other languages, so long as an ‘open’ subject that speaks said language is handy. A Tanga Hound cannot use its Language Comprehension ability to gain any form of literacy or comprehension of a language. A Tanga Hound may disable its Language Comprehension ability at any time.
Language Comprehension is a supernatural ability for a Tanga Hound.

This is the base template for the Tanga Hound. I know, it’s a bit unconventional, but it’s there for technical purposes.

Skills
Appraise (INT) -2
Balance (DEX) (- Armor check) +3
Climb (STR) +1
Concentration (CON) +3
Decipher Script (INT) UNTRAINED
Disable Device (INT) UNTRAINED
Escape Artist (DEX) (- Armor check) +3
Gather Information (CHA) +0
Handle Animal (CHA) +0
Heal (WIS) +2
Hide (DEX) (- Armor check) +3
Intimidate (CHA) +0
Jump (STR) (- Armor check) +1
Knowledge (INT) -2
Listen (WIS) +2
Move Silently (DEX) (-Armor check) +3
Perform (CHA) +0
Profession (WIS) UNTRAINED
Search (INT) -2
Sense Motive (WIS) +2
Sleight of Hand (DEX) (- Armor check) +3
Spellcraft (INT) UNTRAINED
Spot (WIS) +2
Survival (WIS) +2
Swim (STR) (- Armor check) +1
Tumble (DEX) (- Armor check) +3
Use Magic Device (CHA) +0


Special (Available when capable of speech)
Bluff (CHA) +0
Diplomacy (CHA) +0
Speak Language (N\A) Depends on location


Special (Available or relevant in human form)
Craft (INT) -2
Disguise (CHA) +0
Forgery (INT) -2
Ride (DEX) +3
Open Lock (DEX) UNTRAINED
Use Rope (DEX) +3
Note: A Tanga Hound with Ranged Legerdemain can open locks in dog form. They may also Use Magic Devices in any form.


Befriending a Tanga Hound:
Becoming allies with a Tanga Hound is unique among animals; it is based on their opinion of you.

You cannot ‘train’ a Tanga Hound. Handle Animal may make them obey commands, but only if their opinion of you is high enough. To get a Tanga Hound to follow you, you must make it like you.

This is fairly simple. Its initial opinion is based off of your actions toward it. If it likes you, you may make a Charisma check (DC15) to convince it to follow you. If its disposition becomes friendly, you can bring it as an ally. If you are unaware of its powers it may reveal them when you leave town, though it is probable that it will never make itself truly known. On a final note, if you give it a name that it does not like (something lame, for example), it will let you know.

Tanga Hounds have an innate grasp of information. In addition to anything they have and will learn, they slowly gain the knowledge of their peers. They gradually learn what you know, so that at every relevant point in time, assuming they have been around you for a week, they may know things that you know (except guarded secrets, such as the druidic language or the locations of people you are hiding).

Jack_Simth
2008-12-27, 12:06 AM
No save, and no duration, on the venom? OUCH. I think you might want to edit that.

Arachu
2008-12-27, 12:31 AM
Oops:smallredface:

If the teeth penetrate (bite causes damage), then you need a Fortitude save of 20 to overcome it.

If the teeth do not penetrate (bite causes no damage), then you need a Fortitude save of 15 to overcome it.

Every five turns, you have the opportunity to shrug the venom off for a Fortitude save of 10 (if the teeth penetrated) or 5 (if they did not). The save increases by 5 every consecutive attempt.

The venom lasts for 15 turns, but additional poisonings cause the duration to increase (+3 turns of effect every direct, +2 turns if the teeth do not penetrate).

Debihuman
2008-12-27, 01:15 AM
Briefly and in no particular order:

Hit Dice: 1d10+3 (8 hp). Creatures don't normally get maximum hit points and the +3 is from Con.

Initiative is +3 not +5 because Initiative is the same as Dexterity bonus.

Punch is poorly named. Usually a punch is made with a fist or paw. In this case it is a kinetic effect (psionic, spell-like or supernatural). There should be a saving throw.

Sonic bark should be designiated as (psionic, spell-like or supernatural). how much damage does it do? Does it cause deafness? What is its range? There should be a saving throw.



Metaphysical Form: Tanga Hounds can easily be mistaken for Blink Dogs due to an incredible ability to fade into the metaphysical plane. At will, they are capable of using Metaphysical Form, which allows them to enter the metaphysical plane. In that plane, light passes through their bodies, and as a result, spells like True Sight are incapable of discerning the dog, although their barks become visible…
They may only do so twice a day.


There is no "metaphysical" plane in D&D. I assume you mean Ethereal plane or Astral Plane or some other standard plane of existence. Blink dogs can blink into the Ethereal plane. Does the bark appear as a line or a cone?

Venom is an extraordinary ability and is needlessly complicated. DC 25 is far too high for a 1 hit die creature. DC should be based on the Creature's Constitution. DC (10 + hit die + Con bonus) = 14. The dog can choose to bite without using this ability as well. Damage should be consistent: 1d4 points of damage plus 1 point of Con damage intitially with 1d3 Con damage as secondary damage.


Humanoid Form: At will, as a full action, a Tanga Hound is capable of polymorphing its form into that of a humanoid that it is familiar with. The Humanoid Form cannot be smaller than the Tanga Hound and it must be within one size category larger than the dog (the form can be small or medium, but not tiny and not large). If the dog somehow increases or decreases in size, it can still take only the form of something of its size or one category larger. If the form is incapable of speech, then the new form cannot speak. The new form retains all of the Hound’s abilities.

It should have the Shapechanger subtype.


Tongues: A Tanga Hound is capable of translating any language it hears into language it knows. So long as the subject’s mind is open (‘readable’), any word spoken within the Hound’s earshot is immediately comprehended by it. This effect is null if the Tanga Hound does not know any languages and pointless if it already knows the target language. If it’s in humanoid form, it may speak in other languages, so long as an ‘open’ subject that speaks said language is handy. A Tanga Hound cannot use its Tongues ability to gain any form of literacy or comprehension of a language. A Tanga Hound may disable its Tongues ability at any time.

Why isn't this a psionic or supernatural ability. Again, you complicate this needlessly. If you want this to be a supernatural ability you need to decide the caster level of this ability. Tongues is a 2nd level bard spell so you should probably give them a caster level equal to that of a 5th level bard

Tongues (Su): Tanga hounds can speak with any creature that has a language, as though using a tongues spell as a 5th level bard. This ability is always active.


Debby

Arachu
2008-12-27, 02:09 AM
Sorry, I downloaded my rulebook :smallannoyed:
I'll go edit now...

Arachu
2008-12-27, 03:08 AM
I may have jumped the gun with its Tongues ability. The actual form I gave it (translate speech) is pretty well and good different from the actual spell (touch something and speak its language)...
Thus, I will rename the ability 'Language Comprehension'.

Debihuman
2008-12-27, 12:38 PM
More things I think you should note.

It also has too many feats unless one of them is a bonus feat.

Tanga Hounds are NOT humanoids and so they don't get every skill. They gain skills as magical beasts and have only 4 skill points due to their low Intelligence. Appearing as a humanoid doesn't make them one and they don't gain skill benefits when they polymorph. You can give them bonus skills in humanoid form if you like.

Learning languages is based on Intelligence. They shouldn't be able to learn new languages unless you raise their intelligence.

They need a Caster Level to use Shout.

Tanga hounds should be immune to their own venom and the venom of other tenga hounds.

I think you should make the following changes:

Tenga hounds understand Comomon but cannot speak unless they are in humanoid form.

Comprehend Languages (Su): Once an hour, a tanga hound can spend 1d10 minutes deciphering any standard language it hears. It cannot use this ability to gain any form of literacy. It cannot decipher secret languages and it doesn't learn any language this way.

Why don't tenga hounds have any treasure? They should have Standard treasure.

Debby