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  1. - Top - End - #61
    Troll in the Playground
     
    HalflingPirate

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    Nov 2011

    Default Re: Dogs in medieval fantasy worlds

    Hmm, winter wolves and hell hounds redone as draconic?

    Desert Fox
    These cute critters are not cuddly. Their light tan overcoats conceal their dark blue scales except at their faces and their lower legs. They hunt in the daytime in the hottest, most desolate deserts, surprising much larger game with their lightning breath.

    Forest Curs
    The green tint of their fur makes these pack hunters blend into the forest. Their powerful chests and front claws make them formidable hunters, especially of burrowers. They use their toxic breath to kill prey that seek protection underground then dig them up at their leisure.

    Death Dogs
    The face of these black swamp-dwelling dogs typically begins to peel away from their muzzles as they age, revealing the bones and tendons of their skulls. They prefer their kills to rot before they eat, so they tend to accumulate around their lairs as if they are intentional macabre displays. Their acidic breath both kills and hastens the rotting process.
    Last edited by brian 333; 2021-06-15 at 04:30 PM.

  2. - Top - End - #62
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    sandmote's Avatar

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    Default Re: Dogs in medieval fantasy worlds

    Quote Originally Posted by brian 333 View Post
    Death Dogs
    The face of these black swamp-dwelling dogs typically begins to peel away from their muzzles as they age, revealing the bones and tendons of their skulls. They prefer their kills to rot before they eat, so they tend to accumulate around their lairs as if they are intentional macabre displays. Their acidic breath both kills and hastens the rotting process.
    Death dog is taken as a name, at least in 5e D&D. Maybe use "Swamp Pinscher" for this one? I image piles of rat remains would fit the theme you're going for.

  3. - Top - End - #63
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    HalflingPirate

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    Default Re: Dogs in medieval fantasy worlds

    Quote Originally Posted by sandmote View Post
    Death dog is taken as a name, at least in 5e D&D. Maybe use "Swamp Pinscher" for this one? I image piles of rat remains would fit the theme you're going for.
    I imagine their list of prey animals would resemble the list Bugs Bunny read when he first met the Tasmanian Devil.

    Skull Dogs? Grim Wolves? Horrid Hounds?

  4. - Top - End - #64
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    HalflingPirate

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    Default Re: Dogs in medieval fantasy worlds

    Yellow Spaniel
    These high-energy dogs are fiercely loyal companions which tend to attach themselves to a single person for life. Although formmidable fighters, their true strength is their gregarious, friendly nature. In fact, they prefer to Charm Person or Animal rather than fight, if at all possible. (They have three uses of the ability per day.)

    Red Retriever
    These large hunting dogs are excellent swimmers. Indeed, their large webbed paws allow them to traverse mud and other soft surfaces that would mire other beasts. Although they can and will kill, they hate cruelty, and will not serve a master who torments or tortures others.
    The Red Retriever can find any recently lost object, and can track down any wounded or slain game or enemy. Treat it as a Tracking Skill of 13+HD.
    It can Pass Without Trace as a Druid at will but it must move 10 feet slower than its maximum movement speed to do so.

    Green Guards
    These nearly wild, exceptionally territorial canines are rarely kept as pets. Instead, handlers tend packs of them and traim them to tolerate beings which are allowed to be in the dogs' territory.
    Holy sites, monasteries, druids' groves, and hermitages are often protected by these forest dwelling mastiffs.
    They have the ability to Detect Evil as a Paladin, and their bite inflicts a +1 Enhancement Bonus versus Evil.
    The damp conditions of their preferred habitat, (forests,) allows algae to grow in their brown wiry fur, giving them a green hue which also grants them a +5 Hide bonus, which is most often used by pups and by scouts patrolling their range for game or intruders.
    Trainers teach them to recognize those who are allowed to be on designated routes, either using fetishes or recognition signs. When in doubt, the pack will follow the intruders, waiting for evidence that they are hostile before attacking.
    The pack communicates and coordinates over long distances using modulated howls.

    White Shepherd
    Although they may appear to be herders, the flocks these dogs tend are nomadic humanoids, and usually elves. The dog chooses the tribe, they are not owned, and will thereafter guide and guard them for life. Typically a mated pair and their offspring work together, with mature offspring seeking a mate and a home with another tribe.
    10% of White Shepherds can speak and understand Common, but they will rarely speak unless alone with the leader or an influential member of the tribe.
    On rare occasions a pup and a child of the tribe will bond for life. The pup almost always learns to understand the mate's language, but may never speak it.
    White Shepherds can breathe a Sleep Fog three times each day which performs like the Sleep spell.

    Golden Mastiff
    Shrines, temples, and holy places of Good deities are the homes of these canines. They are sometimes called Lion Mastiffs due to their resemblance to lions in both size and fur pattern.
    They are powerful fighters which, when aroused, can cause their mane to flame which grants 1d6 fire damage per bite attempt, save negates, and grants their bite a +4 Enhancement bonus with the additional damage being of the Fire type.
    All of them comprehend the languages typically spoken in their area, and 50% can speak. Those which can speak are capable of casting arcane spells as a Sorceror at a level equal to half their hit dice.
    They are solitary save for females with pups. The male pups tend to leave their mother between 6 to 12 years of age while females remain with their mother until between 8 to 16 years. A female will not mate again until her lart pup has gone. A litter is usually 3-6 pups.
    Golden Mastiffs can Wind Walk once per month, but only at night.
    On rare occasions a young Golden Mastiff will become a companion to an adventuring paladin or Good cleric, but the mastiff will generally leave the adventuring life when it discovers a suitable home not already occupied by another guardian.

  5. - Top - End - #65
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    HalflingPirate

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    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.

  6. - Top - End - #66
    Troll in the Playground
     
    HalflingPirate

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    Nov 2011

    Default Re: Dogs in medieval fantasy worlds

    Dog-Boy/Girl

    This feat is available only at character creation. It indicates that the character spent a considerable part of the character's childhood as a caretaker of canines, living and working with them 24 hours a day.

    A character with this feat can raise a puppy from the age of about six weeks, training it to perform virtually any task a dog can perform. Such animals are assumed to be loyal and will defend their trainer to their death.

    For strange canines the character is granted a +10% reaction bonus, (+2 on a d20.) If the character is able to work with the strange canine for several weeks the strange canine will become trainable, but loyalty cannot be assumed.

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