I’ve been in training for my real job for a couple weeks so there hasn’t been much time to work on my side job. Still, I’ve gotten a little writing done and I’ve started playtesting the D&D Next release. Keep an eye out for a review of my experience in a couple weeks.
I’m finally getting back to the material about dogs for Savage Worlds, though. Here it is:
Requirements: Novice, Canine
You truly do think like a pack animal. You can almost read the minds of your companions in combat and know just when and how to strike to keep your foes off-balance and set them up for your pack. You get and provide an additional +1 bonus when ganging up. These bonuses do not stack. If multiple Pack Hunters are attacking the same target only a single +1 bonus from the Pack Hunter Edge rather than 1 per character who has the edge.
Here’re a couple more magical collars for dogs:
Protective Collar: This is a chain collar which often includes a few small plates engraved with protective runes or mystic charms. No matter what its appearance, it helps protect the dog that is wearing it. It provides a bonus to armor and parry of anywhere between +1 and +5 depending upon the quality and expense of the item.
Cask Collar: Often worn by dogs who are trained for search and rescue but also worn by those who associate with healers of all kinds, this ordinary leather collar has a small cask attached to it. Once per day, the sweet, thick liquid in this cask can be drunk for to provide the following effects: First, the drinker gains environmental protection, as per the power for a full 10 hours. Second, the drinker regains wounds as though the healing power had been cast on him. The skill level for this portion of the potion is d8. This power works even if the wound was suffered more than an hour previously.
And here’s a special dog or two to add to your campaign either as a threat to your players or as a distinctive ally for your character:
Almatian Guard Hound
Created by the great arcane flesh shaper, Sir Kirdan Burrus, Almatian Guard Hounds are favored pets and guard animals for many royal families and rich merchants. They are still a rarity and quite expensive, but one would be hard pressed to find an animal with better guard capabilities.
An Almatian Guard Hound has a stocky, powerful body. Its fur is usually black and red or black and blonde. The most distinctive trait of these animals is the fact that they each have two fully functioning heads. These heads are square with powerful jaws, sharp ears and bright, intelligent eyes. Each head has its own personality and one is always dominant over the other, though they are quite affectionate toward each other. Though it is not their natural inclination, Almatian Guard Hounds can be trained so that one is awake while the other sleeps, allowing them to continuously guard an area.
Agility: d8, Smarts: d6(A), Spirit: d6, Strength: d6, Vigor: d8
Skills: Fighting d8, Guts d8, Notice d10*
Pace: 8 Parry: 6 Toughness: 5
Bite: Str + d6
Fleet-Footed: Guard Hounds roll a d10 when running instead of a d6
Go For the Throat: Guard Hounds instinctively go for an opponent’s soft spots. With a raise on its attack roll, it hits the targets most weakly armored location.
Small -1: Guard Hounds are relatively small.
Dual Heads: A Guard Hound’s heads are independent though they instinctively coordinate the movements of their body. As such, they draw two cards in combat and act on the better of the two. However, any time either card is a black deuce, they lose a turn as the heads bicker with each other over what to do.
Dual Senses: A Guard Hound’s two heads allow it to watch in all directions at once and to spot and hear things one head might miss. A Guard Hound gets a +2 to all Notice checks as long as both heads are awake.
Dual Jaws: A Guard Hound can attack once per round with each head at no penalty.
Ravnivori Royal Terrier
Descended from ornamental lapdogs, Royal Terriers were bred to defend their owners. A nobleman realized that his wife carried her dog with her everywhere and, finding its uselessness somewhat offensive, he decided to breed something for his wife and daughters that would actually protect them.
He found the most aggressive, loyal, brave lapdogs that he could find and began breeding them together. His sons took up the task after his death. Within a few generations, they had developed an actual breed. The results are dogs that are incredibly loyal to their masters (usually mistresses,) playful, and affectionate. They bond with their masters and defend ferociously both their masters and anyone their masters care for (though they are often jealous towards their owners husbands.)
Royal Terriers are small, with curly, exceptionally soft fur. They have upright, pointed ears. Rather stocky, they have short legs. Their muzzles are relatively short and they have powerful jaws. They have big eyes that are usually a very deep brown but are occasionally pale blue or, even more rarely one of each color.
Agility: d8, Smarts: d6(A), Spirit: d8, Strength: d4, Vigor: d8
Skills: Fighting d8, Guts d8, Notice d8
Pace: 7 Parry: 6 Toughness: 4
Bite: Str + d6
Fleet-Footed: Royal Terriers roll a d8 when running instead of a d6
Go For the Throat: Royal Terriers instinctively go for an opponent’s soft spots. With a raise on its attack roll, it hits the targets most weakly armored location.
The Dog in the Fight: Due to their small size, attackers subtract 2 from their attack rolls against Royal Terriers
The Fight in the Dog: While sweet and loving to their masters, Royal Terriers are fierce, fearless fighters against their foes. They gain a +2 bonus to fear checks and to opposed rolls to resist being intimidated.
One Master: Royal Terriers bond closely with a single owner. If they see this owner attacked, they gain a +1 to all attack rolls against that attacker.
And a Canine Race:
Dogmen were created by a wizard in the distant past. This wizard forced his wolfling slaves into a selective breeding program in much the way humans domesticated and specialized wolves to develop the numerous breeds of dogs. He bred his subjects for loyalty foremost and they served him well over the centuries of his unnaturally extended life. Eventually, however, a rival managed to slay the wizard and scattered his creations. Since that time, the Dogmen have tried to make their way in the world. Some have turned “feral” roaming the countryside attacking any victims they can find while others have found new “masters” in the communities of other humanoids. Their loyalty remains their primary trait and they will not betray their packs or their communities.
*Loyal: Dogmen find it difficult to betray their companions. They will not leave a comrade behind even if it will put them in danger.
*Keen Nose: Dogmen have very keen senses of smell. In fact, they depend as much on their sense of smell as sight. They receive a +2 to any Notice rolls that have a scent component.
*Adept Trackers: A combination of their senses of smell and their training from puppyhood, Dogmen are natural trackers. They start with a d6 in the Tracking skill and may add their Keen Nose bonus to their tracking checks assuming they can pick up a scent.
*Powerful Jaws: Dogmen have mouths full of sharp teeth and strong jaws. They can use their mouths as natural weapons and do Str + d6 damage with their bites.