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Thread: Dogs in medieval fantasy worlds

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    Troll in the Playground
     
    HalflingPirate

    Join Date
    Nov 2011

    Default Re: Dogs in medieval fantasy worlds

    Traces of the Long Trail

    This magical harness helps sled or cart dog teams to endure the rigors of a long journey. After 8 hours in the traces the team of from 2-8 dogs is as fresh as they wese when harnessed. After 16 hours they are fatigued as if they had worked for 8, and at 24 hours the team is exhausted as if at the end of a twelve hour pull.

    After 24 hours the dogs require an 8 hour rest and a good feeding before they can be harnessed again.

    While the harness does offer 5 points of damage reduction from cold or heat, it cannot be used to refresh exhausted dogs. If an overworked dog is put in the harness for 8 hours, it will be overworked for the entire time and when released from the harness it will not be refreshed or otherwise receive benefit from the use of the harness save that during the time it was harnessed it will not gain additional fatigue.

    False Tracks
    These foot coverings offer -5 DR vs. thorns, broken glass, sharp rocks, or similar hazasds. They also leave tracks as of bears, lions, or some other dangerous animal, (as determined at creation by the hide used to make them.)

    Collar of Obedience

    When worn by a canine the collar requires the wearer to obey the one who collared it as if under the influence of a Dominate spell.

    When worn by a partial canine the subject is allowed a +2 bonus on any save to resist the collar's influence.

    An exception is allowed when the partial canine is in non-canine form, such as a warewolf. While not in canine form the collar has no effect, save that it is treated as a cursed item if one wishes to remove it, and when in canine form it functions normally.

    When worn by a non-canine, the collar has no effect.
    Last edited by brian 333; 2021-07-09 at 10:51 PM.