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How can there not be mans best friend as a playable race? Dogfolk custom race.


Suggestions/House Rules/Homebrew

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Great, I split my post between pages, too.

bitter lily's Dogfolk, pt II:
Breed-specific racial traits

The following dogfolk breeds are generally named for the functions of various dog breeds, and each breed provides breed-specific racial traits to supplement the common traits above. [Net 3 RP, so all dogfolk have a total of 12 RP.]

There are no alternates for breed-specific racial traits. So if a breed-specific trait replaces a common one, all members of the breed must make that substitution, and may not then substitute an alternate racial trait for the breed-specific trait.

• Mutt Prerequisite: none. Some unfortunate dogfolk are mutts -— the offspring of more than one breed, as shameful as dogfolk consider such a thing. Their mixed breeding gives them a boost to their health, however, and they quickly learn to manipulate those around them into giving them at least for a time the home and pack that they crave. Mutt dogfolk gain a +2 racial bonus to Constitution and Charisma, along with a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened. (Mutts often choose Small or Stubborn as alternate racial traits.) This racial trait replaces Multiple-Breed Ability Scores. [Flexible Ability Scores & Plagueborn: 3 RP.]

[The following is just a list of breeds that still need their racial traits, and an explanation of what I'm thinking of with each breed name. I'm especially uncertain about Guarders.]

• STR – Attacker (Medium only: Hounds bred to attack are frighteningly muscular.)
• DEX – Chaser (Medium only: Sighthounds run and run and run; note that Fleet-footed requires a racial bonus to Dex, while Desert [Long] Runner has no prereq, and finally that they don't have Scent.)
• DEX – Ratter (Small only: Dogs like terriers are fierce foes, though small.)
• CON – Retriever (Medium & Small: Retrievers more than anything have to be able to survive picking up dead prey in their mouths.)
• INT – Herder (Medium & Small: Herding dogs have to be smart to learn complex commands, and apply them independently.)
• WIS – Spotter (Medium only: Pointers & setters are bred to spot their prey and signal the humans behind them.)
• WIS – Tracker (Small only: Scenthounds are well-known for their extraordinary perceptiveness, but they stay low to the ground.)
• CHA – Guarder (Medium only: Mountain Dogs like St. Bernards rely on intimidating intruders rather than attacking them.)
• CHA – Cuddler (Small only: Lap-dogs find that being cute & cuddly can keep them well.)

Favored Class Bonuses

Due to their long association with humans, the dogfolk are most like them when it comes to Favored Class Bonuses. (That is, they have the same bonuses as humans do for most classes.) However, dogfolk do have a unique approach to the following classes...
(WIP)


So, do Dogfolk get a +2 floating and a +2 to a personal stat based on breed? Also Human Heritage requires the Human subtype, which I'm not sure if that cost more RP to be Humanoid with Human and Dogfolk Subtype, but this means that they automatically can pick up any Human Favored Class bonus.

I'm also not sure if I'd make Sense Motive a class skill.


No, Ciaran talked me into a simple "you pick the +2 you want" system, no other bonuses or penalties, and then that tells you what breeds you can get (depending on size). So I have to reword the breeds to be clearer, along with picking actual traits. Would this way of presenting a breed help?

~~~
Attacker Prerequisites: +2 Str & Medium size. Attacker dogfolk are muscular and thick-coated, and ready to win a fight. They gain the following breed-specific traits...

  • Natural Armor: Attacker dogfolk gain a +1 natural armor bonus to their Armor Class. [2 RP]
  • Relentless: Attacker dogfolk gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the attacker dogfolk and its opponent are standing on the ground. [1 RP]
    ~~~

    No, they're not "Human Heritage," which is why I renamed the Quality. And they don't have the human subtype listed, so no, they cannot get human FCB's unless I give them to them. But then, I might... I still have to look at FCBs, to be honest. What are you going to do for FCBs?

    Hmm. I thought Sense Motive was a good match, given how aware my dogs are of my moods. You went with Survival, I noticed. My dogfolk may be more "civilized" than yours! (By that I mean, more likely to live in settlements with humans, less likely to be nomads {EtA: I mean, packs} on their own.)


  • Makes more sense now. I suppose that does make Dogfolk a bit more interesting that your bonus to ability score modifier shapes a bit of the dog and gives you certain traits. I think I like that system.

    I was honestly just going to pull FCB from core races and put whichever one fit the most. Barbarian would get +1/4 reflex saves and dodge ac versus traps (keen senses of dogfolk, half-elf fcb)
    The Monk might take the Elves bonus of +1 ft movement (dogs already sprint faster, monks would train that to be just plain better movemement).

    I have to finish prepping a few things for tonight sessions. I'll keep tabs on this thread, but I'll post something Thursday-Friday about FCB and a follow up on traits.


    I like your ideas for FCBs. I'll talk to you at the end of the week... if I've prepped for my Friday game! LOL!


    STR - Attacker
    What are your ideas for the secondary feature for this one? A bonus to Intimidate?

    DEX – Chaser

    DEX – Ratter
    What are your ideas for the secondary feature for this one? You'll could say that the ratter is combo af attacker and chaser, because ever though they are bulky, they are also chasing things. The ratter could be the small version of the chaser instead of the attacker.

    CON – Retriever
    I don't agree with your decision on Con on the grounds of increased resistance picking up dead things, because the things they are picking up only recently dead. They're not rotting, so the dogs doesn't need to be more resistant to such things. I would think a retriever would have better ability to find hidden things and how to handle them. This could be done with a Wis bonus, or with a skill bonus.

    INT – Herder
    The smartest dogs includes herding dogs, but it also includes other types you have included on this list. I don't know that herder is the best choice for Int. I do think they could use a bonus to Handle Animal, and that Cha would be appropriate too.

    WIS – Spotter
    Real world spotters have overlap with retrievers, and are a subset of retrievers I believe. Mechanically, I think the two could be similar enough that they should be consolidated into one.

    WIS – Tracker
    I know that tracking breeds are distinct from retrievers and spotters, but mechanically they would also have some overlap. It might be worth consolidating.

    CHA – Guarder
    I don't think that a Cha bonus is neccessary. PCs are afraid of sharks because they're stuck in the water with them, not because they make Intimdate checks. A big dog like a St. Bernard or wolfhound doesn't need to try to be scary in order for a person to think about messing with it. They're huge, and people with brains know better. Thats what makes them scary. I think there is enough overlap with the attack dog type that a single medium +Str dog could cover both types. If not, +Con might be appropriate too.

    CHA – Cuddler
    The name would probably be a turn off for any would-be players, but you'll think of something. I think small and +Cha is appropriate, but there should be something else. You could say that since they are smaller, the anthropomorphic toy breeds have learned to be smarter than the others, so maybe +Int? Maybe bonuses to Perform and Escape Artist?

    I know I suggested it before, but...
    CON - Mutt
    I think +2 to a single ability score is sufficient and it keeps it in line with the others.

    ***

    So I guess my consolidated suggestions are:

    Str: attacker (med)
    Dex: chaser (med) and ratter (small)
    Con: mutt (med or small)
    Int: miniature (small)
    Wis: retriever (med) and tracker (small)
    Cha: herder (med)


    I'm trying to get some necessary NPCs done before I come back to playing with this. This weekend!

    But meanwhile, Ciaran, I'd love to hear from you on the advisability of including Scent, seeing as it's an advanced trait.


    I'm not worried about it being an advanced trait, but the RP cost is pretty high. If the target is 10 RP or so, a trait with a 4 RP cost is significant. Thats less room for traits that contribute to a race's flavor.


    I know Scent is expensive, which is one of the reasons I hadn't advocated it in the first place. However, popular opinion won out in the way I designed my dogfolk. I think that going to 12 RP probably makes up for the expenditure on Scent.

    I've thought about your recs.

    I'm going to agree on making "Mutt" just another breed, in essence -- that is, if you pick +2 Con for your Multiple-Breed ability bonus, Mutt is what you qualify for, regardless of size.

    However, I still want to make "Herder" (both sizes) the breed for +2 Int. Herding dogs like collies are super-smart! I also want to keep "Tracker" as the +2 Wis small breed. And I'm afraid I'm not willing to change the +2 Cha breeds. {EtA: Okay, I'll change the name of "Cuddlers." As you said, I'll think of something! LOL}

    That does mean that retriever dog-breeds have to get rolled into "Spotter" as the +2 Wis medium breed. I went and read up on them a little bit more, and certainly one key characteristic is their ability to "mark" fowl as it is downed. (Spaniels, sadly, are getting lost in the shuffle.)


    I was thinking about the Scent ability, and you could say that the dogfolk's nose is not quite as sensitive as an actual dog's. I think you could decrease the RP by 1 or 2 by making it less powerful. Maybe drop the range to 10 ft, and/or require a standard action to determine a direction, and/or time has a more severe penalty to the DC. Just an idea.


    Hmm, scent is most powerful for finding concealed creatures, so time penalties wouldn't reduce the RP by much at all.

    For instance, my tiger companion & I are in an Obscuring Mist, fumbling about, trying to find the BBEG. Without scent, I pretty much have to wait for the villain to attack me. But my tiger (with Scent) can pinpoint the fellow, and can attack him as soon as she gets him within her reach.

    Do I have this summary right? It's important for figuring out what would reduce the value. (And for adjudicating the tiger in my game, but that's another matter, LOL!)

    I do notice a standard trait that reduces Scent a bit too far, IMHO:

    ARG under Racial Traits wrote:
    Carrion Sense (1 RP):] Prerequisites: None; Benefit: Members of this race have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).

    I'd like a 2- to 3-RP version, in which case the dogfolk I'm delineating would come out to 10- to 11-RP.


    Do all three and make it 2 RP.


    I want to give Mutts Hardy. The text reads...

    ARG under Racial Traits wrote:
    Hardy (3 RP): Prerequisites: The race has at least a +2 racial bonus to Constitution; Benefit: Members of this race gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

    Now, I want to limit the bonus to Fortitude saving throws. Does this reduce the RP cost, or is the ability here breath-takingly too broad? (Should they have limited it to Fort saves to begin with, for 3 RP?)


    The existing ability grants a bonus to all three saves. Its the dwarf ability. I think limiting it to Fort only could make it 2 RP. Alternately, you could just give them the Great Fortitude feat for 2 RP.


    Pathfinder Adventure Path Subscriber

    Palladium's Rifts went there, did that - the dog boy racial character class. They even made them all psionic trackers.


    Orcs have an alternate racial trait called "smeller". It grants scent with at half the normal range. The two traits you give up to gain it cost a total of 3 RP.


    Ciaran Barnes wrote:
    Orcs have an alternate racial trait called "smeller". It grants scent with at half the normal range. The two traits you give up to gain it cost a total of 3 RP.

    Sadly, I think your math is off.

    ARG under Orcs wrote:
    Smeller: Orcs with this racial trait gain a limited scent ability with half the normal range. This racial trait replaces ferocity and weapon familiarity.

    Ferocity costs 4 RP & Weapon Familiarly 1 RP. That's an outrageous 5 RP!!

    Not good for dogfolk.


    Ciaran Barnes wrote:
    The existing ability grants a bonus to all three saves. Its the dwarf ability. I think limiting it to Fort only could make it 2 RP. Alternately, you could just give them the Great Fortitude feat for 2 RP.

    Giving them Great Fortitude has advantages in unlocking the feat tree; I think it's the way to go.


    MannyGoblin wrote:
    How about a WereCorgi

    Better version of werecorgis.


    Sir RicHunt Attenwampi wrote:
    MannyGoblin wrote:
    How about a WereCorgi
    Better version of werecorgis.

    <Smile>


    To add another concern to the braided discussion currently underway (LOL), I've got this common base trait...

    Quote:
    Keen Senses: Perception and Sense Motive are always considered class skills for dogfolk. [Skill Training: 1 RP]

    I need to reword the name, since Elves get "Keen Senses" with a different bennie -- +2 to Perception.

    Or I could give dogfolk the elven trait, dropping Sense Motive and reducing the benefit for anyone without Perception as a class skill (most classes). Keen Senses as +2 to Perception would cost an extra RP.

    Or I could reword the name, keep what I have, and add a nice rider I've seen elsewhere...

    Quote:
    If they choose a class that has either of these two skills as class skills, they gain a +2 racial bonus on those skills instead.

    Unfortunately, I'm not sure what that rider would cost; this is the example from catfolk...

    ARG under Catfolk wrote:

    Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks. [...]

    Curiosity: Catfolk are naturally inquisitive about the world around them, though some are more curious than others. Such catfolk gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) are always class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead. This racial trait replaces natural hunter.
    ARG under Example Races wrote:

    Feat and Skill Racial Traits

    Skill bonus (Perception) 2 rp
    Skill bonus (Stealth) 2 rp
    Skill bonus (Survival) 2 rp

    What do you all think?


    bitter lily wrote:
    Sadly, I think your math is off.

    There are two traits: one is called Ferocity, and the other is Orc Ferocity.


    Just use the standard Keen Senses trait.


    Ciaran Barnes wrote:
    bitter lily wrote:
    Sadly, I think your math is off.
    There are two traits: one is called Ferocity, and the other is Orc Ferocity.

    Hope leaped within me, only to die again as soon as I looked at the text. Sadly, orcs (the ones with Smeller as an alternate) have the 4-pt "Ferocity"...

    ARG under Orcs wrote:
    Ferocity: Orcs can remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
    ARG under Racial Traits wrote:
    Ferocity (4 RP): Prerequisites: None; Benefit: Members of this race gain the following extraordinary ability: If the hit points of a member of this race fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score.

    Half-orcs have the 2-pt "Orc Ferocity"...

    ARG under Half-Orcs wrote:
    Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
    ARG under Racial Traits wrote:
    Orc Ferocity (2 RP): Prerequisites: Orc subtype; Benefit: Once per day, when a member of this race is reduced to fewer than 0 hit points but is not killed, it can fight on for 1 more round as if disabled. At the end of its next turn, unless brought to above 0 hit points, it immediately falls unconscious and begins to die.

    Please note that I think 5 RP for Smeller is outrageous. I'm distressed rather than triumphant to figure this out.


    Ciaran Barnes wrote:
    Just use the standard Keen Senses trait.

    All right. But if I get rid of Scent altogether, a +2 bonus to Sense Motive is coming back!


    Make your own 2-3 RP version of scent.


    This is what I have now. (And I'm still open to suggestions for secure sites for hosting long docs!)

    My Dogfolk, take two [11 RP]

    Common Dogfolk racial traits:
    All dogfolk get these traits.

    Multiple-Breed Ability Scores: Learning from their long association with humans and their dogs, dogfolk have disciplined themselves into forming greatly-varying breeds. A dogfolk character gains a +2 bonus to any single ability score of your choice during character creation. In conjunction with size, the ability bonus chosen then determines the character’s breed. [Human Heritage Ability Scores: 0 RP]

    Dogfolk: While dogfolk have distinct breeds with astonishing physical differences, these are not true races, and all dogfolk are simply humanoids with the dogfolk subtype. [0 RP]

    Medium: Dogfolk have no bonuses or penalties due to their size. [0 RP]

    Normal Speed: Dogfolk have a base speed of 30 feet. [0 RP]

    Low-Light Vision: Dogfolk can see twice as far as a race with normal vision in conditions of dim light. [1 RP]

    Non-Visual Awareness: Dogfolk have exceptionally keen ears & noses, and gain Blind-Fight as a bonus feat at first level. In addition, dogfolk with Non-Visual Awareness count as half-orcs for purposes of meeting the prerequisites for Keen Scent, Smell Fear, and any similar feats. [Static Bonus Feat: 2 RP]

    Wariness: Dogfolk are attentive to their physical & social environment, and gain Alertness as a bonus feat at first level. Dogfolk with Wariness who would gain Alertness as a class feature gain Uncanny Alertness instead. [Static Bonus Feat: 2 RP]

    Emissary: Once per day, dogfolk can roll twice when making a Bluff or Diplomacy check and take the better roll. [1 RP]

    Eternal Hope: Dogfolk gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, they may reroll and use the second result. [2 RP]

    Standard Languages: Dogfolk begin play speaking Common and Dogfolk or Canish. Dogfolk with high Intelligence scores can choose from a list of seven campaign-suitable languages. [0 RP]

    Alternate Dogfolk racial traits:
    These alternate racial traits are available to dogfolk based on size.

    Small: Some entire dogfolk breeds are Small in size, as are some mutts. These dogfolk gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Their base speed is reduced to 20 feet, but they still have a space of 5 feet by 5 feet and a reach of 5 feet. Small dogfolk are highly energetic, and must pick one typically Strength- or Dexterity-based skill at character creation to be a class skill for that character. This racial trait replaces Medium & Normal Speed, and may not be selected for dogfolk with a bonus in Strength. [0 RP]

    Sprinter: Some medium-sized dogfolk are surprisingly fast when they need to be, although they're less sociable than others. They receive a 10-ft bonus to their land speed when using the charge, run, or withdraw actions. This racial trait requires Medium size, and replaces Emissary. [1 RP]

    Pack-fighter: Some small-sized dogfolk are vicious toward those outside their pack, and become so used to fighting communally with other members of their pack that up to two small dogfolk with this racial trait can share the same square at the same time. If two such dogfolk that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. This racial trait requires Small size, and replaces Emissary. [Swarming: 1 RP]

    These alternate racial traits are available to all dogfolk.

    Bite: Some dogfolk can savage their foes with their teeth, although they are less perceptive than their fellows. They gain a natural bite attack, dealing 1d3 for Small dogfolk & 1d4 for Medium ones. The bite is a primary attack, or a secondary attack if the dogfolk is wielding manufactured weapons. This racial trait replaces Eternal Hope. [2 RP]

    Focused Study: Some dogfolk have "cut off their noses" in the words of their scornful fellows, and have blended in with human society, working hard on building typical human skills but losing their sensitive perceptions. At 1st, 8th, and 16th level, they gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces Wariness and Non-Visual Awareness. [4 RP]

    Gift of Tongues: Some dogfolk are focused on social interactions to the exclusion of some of their senses. They gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces Non-Visual Awareness. [2 RP]

    Scavenger: Some dogfolk are even more perceptive than the rest. They gain a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces Eternal Hope. [2 RP]

    Stubborn: Some dogfolk are stubbornly loyal, and gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if such a dogfolk fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If it has a similar ability from another source (such as a rogue's slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails. This racial trait replaces Wariness. [2 RP]

    Breed-specific racial traits follow...


    Breed-specific racial traits:
    Dogfolk discipline themselves to create breeds best suited for specific functions that many dog breeds fill as well. Each breed requires a specific size and ability score bonus, although in some cases both the Medium and Small breeds go by the same breed name (and are listed only once). Each breed provides breed-specific racial traits to supplement the common traits above, with no alternates allowed. So if a breed-specific trait replaces a common one, all members of the breed must make that substitution, and may not then substitute an alternate racial trait for the breed-specific trait.

    [Net 3 RP, so all dogfolk have a total of 11 RP.]

    Attacker Prerequisites: +2 Str & Medium size. Attacker dogfolk are muscular, thick-coated, and ready to win a fight. They gain a +1 natural armor bonus to their Armor Class. They also gain a +2 racial bonus on combat maneuver checks made to bull rush or overrun an opponent, which only applies while both the attacker dogfolk and its opponent are on the ground. [Natural Armor & Relentless: 3 RP]

    Chaser Prerequisites: +2 Dex & Medium size. Chaser dogfolk run relentlessly, locating their quarry with their eyes rather than their noses. They gain Run as a bonus feat at first level, along with a +2 racial bonus on Initiative checks. They also receive Endurance as a bonus feat at first level. Chasers who would receive Endurance as a class feature receive Diehard instead. This racial trait replaces Non-Visual Awareness. [Fleet-footed & Desert Runner: 5 RP]

    Ratter Prerequisites: +2 Dex & Small size. Ratter dogfolk are ferocity itself, packed small. They gain Weapon Finesse as a bonus feat at first level, and once per day, as a spell-like ability with a range of personal, they can cast Reduce Person. Its caster level is equal to the character’s level. [Static Bonus Feat & Lesser Spell-like Ability: 3 RP]

    Mutt Prerequisite: +2 Con. This isn’t so much a breed as a group of shameful mistakes, as most dogfolk see them: dogfolk with such mixed parentage that they cannot claim a breed. Their mixed breeding gives mutts a boost to their health, however, so they gain Great Fortitude as a bonus feat at first level. In addition, they gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened. [Static Bonus Feat & Plagueborn: 3 RP.]

    Herder Prerequisite: +2 Int. Herder dogfolk have a long history of intelligent responses to danger while herding heedless livestock, and they still pass on a great deal of knowledge about animal husbandry and nature. They gain a +1 racial bonus on all saving throws, and in addition, Handle Animal & Knowledge (nature) are always considered class skills for Herders. [Lucky & Skill Training: 3 RP]

    Spotter Prerequisites: +2 Wis & Medium size. Spotter dogfolk have long aided hunters by stealthily approaching and pointing out or retrieving the game that others killed, although many have turned to archery themselves. Spotters must choose at character creation the ranger terrain where their kin have primarily hunted, typically forest, swamp, or water terrain, and cannot change this terrain later. They gain a +4 racial bonus on Stealth checks while within the chosen terrain type. Furthermore, in any environment, they reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait). [Camouflage & Silent Hunter: 3 RP]

    Tracker Prerequisites: +2 Wis & Small size. Tracker dogfolk have long honed their exquisite sense of smell over their vision, to the point that they gain a +2 racial bonus on saving throws against illusion spells or effects. In addition, trackers with Non-Visual Awareness and a Wisdom score of 13 or higher gain the Keen Scent feat and the following spell-like abilities: 1/day—Detect Poison, Heightened Awareness. This racial trait replaces Low-Light Vision. [Illusion Resistance, Static Bonus Feat, & Lesser Spell-like Ability: 4 RP]

    Guarder Prerequisites: +2 Cha & Medium size. While massive guarder dogfolk (the size of half-orcs) are often confused with attackers, they would much rather protect their homes or charges without fighting. They gain a +2 racial bonus on concentration checks made to cast any arcane spells defensively. They also add +1 to the caster level of any abjuration spells they cast. Finally, Guarders gain the following spell-like abilities: constant—nondetection; 1/day—faerie fire, obscure object, & sanctuary. The caster level for these effects is equal to the character’s level. [Arcane Focus & Enclave Protector: 3 RP]

    Charmer Prerequisites: +2 Cha & Small size. Charmer dogfolk frequently serve as diplomats, even for folk of other races. They add +1 to their caster level when casting spells of the enchantment (charm) subschool. They also gain a +1 bonus to the DC of spells they cast that have the language-dependent descriptor or that create glyphs, symbols, or other magical writings, and a +2 racial bonus on saving throws against such spells. Finally, charmers with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these spell-like abilities is equal to the character's level. [Object of Desire & Magical Linguist: 3 RP]

    FCB's still WIP


    Your new take on scent is pretty clever.

    I think there are already more languages in Pathfinder than there needs to be. Because of dogs' bond with humans. Couldn't they just speak common?

    If you are looking to reduce RP for some reason, removing emmisary would be no great loss. In the focused study alternate feature, you mention that dogfolk who become too human receive the scorn of their fellows, but the presense of seems to contradict that being the case.

    Some smaller dogs can be particularly quick when they need to. I think that sprinter should be available to small dogfolk as well. Its still not equal to an actual 30 ft speed, and a medium sprinter would still be faster than a small sprinter.

    The bite traits says they are less perceptive, but you trade out eternal hope. Did you change the swapped trait and forget to alter the flavor text, or vice versa?


    Ciaran, I'm glad you like the new scent.

    I do, too, actually -- and I'd put Focused Study in specifically because of my distaste for Scent. The thought bubble over my head read: They insist I waste 4 RP on Scent. All right, I'll do it, but I want a decent alternative for any dogfolk characters I develop! But getting two feats for 4 RP, that's a lot better, especially since they each begin a feat-tree. I can drop Focused Study; I certainly want to keep Emissary.

    OTOH, it troubled me that you'd question Emissary rather than the flavor text for Focused Study. I obviously didn't stress the race's inherently social nature enough. And I never was convinced that dogfolk (other than Chasers & Spotters) should have Low-light like elves. So now I want to replace Low-Light Vision with Sociable. I can make the reverse swap for Chasers & Spotters. And Trackers will have to lose a sub-trait, but it's worth it.
    {EtA: No, spotters had to lose Camouflage. For the record, trackers lost the Lesser Spell-like Ability they had paid for by losing Low-Light.}

    As for languages, I suppose it's reasonable to change the racial language to a regional human tongue. GMs using a homebrew race like this could always substitute back, depending on their campaign.

    Yes, I forgot to revise the flavor text for Bite. Thanks for catching it!

    Fixes for my docs above:
    If you're considering my race write-up now, please make the following changes to my docs just previous.

    Under Common traits, replace Low-Light Vision & Standard Languages with this new trait & update:

    Sociable: When dogfolk attempt to change a creature's attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. [1 RP]

    Standard Languages: Dogfolk begin play speaking Common and a regional tongue. Dogfolk with high Intelligence scores can choose from a list of seven campaign-suitable languages. [0 RP]

    Under Alternate traits, delete Focused Study and paste in these updates:

    Bite: Some less social dogfolk can savage their foes with their teeth. They gain a natural bite attack, dealing 1d3 for Small dogfolk & 1d4 for Medium ones. The bite is a primary attack, or a secondary attack if the dogfolk is wielding manufactured weapons. This racial trait replaces Eternal Hope. [2 RP]

    Scavenger: Some dogfolk are a lot less talkative but more perceptive than the rest. They gain a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces Emissary & Sociable. [2 RP]

    Under Breed-specific traits, paste in these updates:

    Chaser Prerequisites: +2 Dex & Medium size. Chaser dogfolk run relentlessly, locating their quarry with their eyes rather than their noses. They gain Low-Light Vision and a +2 racial bonus on Initiative checks. They also receive Endurance and Run as bonus feats at first level. Chasers who would receive Endurance as a class feature receive Diehard instead. This racial trait replaces Non-Visual Awareness & Sociable. [Low-Light Vision, Fleet-footed & Desert Runner: 6 RP]

    Spotter Prerequisites: +2 Wis & Medium size. Spotter dogfolk have long aided hunters by stealthily approaching and pointing out or retrieving the game that others killed, although many have turned to archery themselves. They gain Low-Light Vision. Also, they reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty, which includes the penalty reduction from this trait. [Silent Hunter & Low-Light Vision: 3 RP]
    {Edited after posting to fix a mistake; I originally had this trait replace Sociable with the Low-Light, which doesn't work because Spotters, more than anyone except Trackers, need access to Scavenger. So now I've deleted Camouflage. A race design this complex is hard work!}

    Tracker Prerequisites: +2 Wis & Small size. Tracker dogfolk have long honed their exquisite sense of smell, to the point that they gain a +2 racial bonus on saving throws against illusion spells or effects. In addition, trackers with Non-Visual Awareness and a Wisdom score of 13 or higher gain the Keen Scent (APG) feat. [Illusion Resistance & Static Bonus Feat: 3 RP]

    Speed takes more thought. I've got what I've got for Sprinter because the Race Builder has a prereq of normal speed. However, small dogfolk in general might keep their 30-foot movement, by Race Builder rules.

    I took them down to 20-ft because I didn't think small, bipedal dogfolk should be as fast as humans. Or faster than dwarves, gnomes, or halflings. It sounds like you think they should be -- as does SorrySleeping, apparently. I'm still dubious, so I'm begging for commentary. I'm especially thinking of goblins, who have caricatured, bandy legs to achieve their 30-ft speed.

    There's another issue here: I gave small dogfolk one class skill for a physical class of their choice in compensation for the reduced speed. That's actually over-compensating, honestly, because you'll always pick a skill your class doesn't give you. But even if I restrict myself to legitimate compensation, it's possible that some breeds of medium dogfolk would prefer to be slow. (No, LOL. But a GM might design some NPCs that were.)

    Alternate racial traits for size & speed:
    These alternate racial traits concerning size & speed are available to some dogfolk.

    Small Prerequisite: A bonus for an ability other than Strength. Some entire dogfolk breeds are Small in size, as are some mutts. These dogfolk gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Their base speed, space, and reach do not change. This racial trait replaces Medium. [0 RP]

    Slow Speed Prerequisites: None. Most small dogfolk, and even some medium ones, are slower than the rest, and have a base speed of 20 feet. If they are Medium in size, their speed is never modified by armor or encumbrance. Even if slow, dogfolk are surprisingly energetic, and Acrobatics and Swim are always considered class skills for slow dogfolk. This racial trait replaces Normal Speed. [Slow Speed & Skill Training: 0 RP]

    Sprinter Prerequisites: Medium size & Normal Speed. Some dogfolk are amazingly fast when they need to be, although they're less sociable than others. They receive a 10-ft bonus to their land speed when using the charge, run, or withdraw actions. This racial trait replaces Emissary. [1 RP]

    Pack-fighter Prerequisite: Small size. Some small dogfolk are vicious toward those outside their pack, and become so used to fighting communally with other members of their pack that up to two small dogfolk with this racial trait can share the same square at the same time. If two such dogfolk occupy the same square and attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. This racial trait replaces Emissary. [Swarming: 1 RP]

    I really truly need a good, secure place to put a Word doc.


    I've changed my mind about making you all mentally paste in the edits. Here's the current version.

    Multiple-Breed Dogfolk
    [11 RP: 8 RP in common traits, plus 3 RP in breed-specific traits.]

    Common dogfolk racial traits:
    Multiple-Breed Ability Scores Learning from their long association with humans and their dogs, dogfolk have disciplined themselves into forming greatly-varying breeds. A dogfolk character gains a +2 bonus to any single ability score of your choice during character creation. In conjunction with size, the ability bonus chosen then determines the character’s breed. [Human Heritage Ability Scores 0 RP]

    Dogfolk While dogfolk have distinct breeds with astonishing physical differences, these are not true races, and all dogfolk are simply humanoids with the dogfolk subtype. [0 RP]

    Medium Dogfolk have a space of 5 feet by 5 feet, a reach of 5 feet, and no bonuses or penalties due to their size. [0 RP]

    Normal Speed Dogfolk have a base speed of 30 feet. [0 RP]

    Eternal Hope Dogfolk gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, they may reroll and use the second result. [2 RP]

    Emissary Once per day, dogfolk can roll twice when making a Bluff or Diplomacy check and take the better roll. [1 RP]

    Non-Visual Awareness Dogfolk have exceptionally keen ears & noses, and gain Blind-Fight as a bonus feat at first level. In addition, dogfolk with Non-Visual Awareness count as half-orcs for purposes of meeting the prerequisites for Keen Scent, Smell Fear, and any similar feats. (See the APG.) [Static Bonus Feat 2 RP]

    Sociable When dogfolk attempt to change a creature's attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. [1 RP]

    Wariness Dogfolk are attentive to their physical & social environment, and gain Alertness as a bonus feat at first level. Dogfolk with Wariness who would gain Alertness as a class feature gain Uncanny Alertness instead. [Static Bonus Feat 2 RP]

    Standard Languages Dogfolk begin play speaking Common and a regional tongue. Dogfolk with high Intelligence scores can choose from a list of seven campaign-suitable languages. [0 RP]

    There are two possibilities included in the following set, and I'd especially love comments.

    Alternate dogfolk racial traits concerning size & speed:
    First set of traits (in full) --

    Small Prerequisite: A bonus for an ability other than Strength. Some dogfolk breeds are small in size, as are some mutts. These dogfolk gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Their base speed is reduced to 20 feet, but they still have a space of 5 feet by 5 feet and a reach of 5 feet. Small dogfolk are highly energetic; Acrobatics & Swim are always considered class skills for them. This racial trait replaces Medium & Normal Speed. [Small, Slow Speed, & Skill Training: 0 RP]

    Sprinter Prerequisite: Medium size. Some medium-sized dogfolk are surprisingly fast when they need to be, although they're less sociable than others. They receive a 10-ft bonus to their land speed when using the charge, run, or withdraw actions. This racial trait replaces Emissary. [1 RP]

    Pack-fighter Prerequisite: Small size. Some small-sized dogfolk are vicious toward those outside their pack, and become so used to fighting communally with other members of their pack that up to two small dogfolk with this racial trait can share the same square at the same time. If two such dogfolk that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. This racial trait replaces Emissary. [Swarming 1 RP]

    Second possible set (changes only) --

    Small Prerequisite: ... on Stealth checks. Their base speed, space, and reach do not change. This racial trait replaces Medium. [0 RP]

    Slow Speed Prerequisites: None. Most small dogfolk, and even some medium ones, are slower than the rest, and have a base speed of 20 feet. If they are Medium in size, their speed is never modified by armor or encumbrance. Even slow dogfolk are surprisingly energetic; Acrobatics & Swim are always considered class skills for them. This racial trait replaces Normal Speed. [Slow Speed & Skill Training: 0 RP]

    Sprinter Prerequisites: Medium size & Normal Speed. ...

    Pack-fighter ...

    Alternate racial traits available to all dogfolk:
    Bite Some dogfolk can savage their foes with their teeth. They gain a natural bite attack, dealing 1d3 for Small dogfolk & 1d4 for Medium ones. The bite is a primary attack, or a secondary attack if the dogfolk is wielding manufactured weapons. This racial trait replaces Eternal Hope. [2 RP]

    Gift of Tongues Some dogfolk are focused on social interactions to the exclusion of some of their senses. They gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces Non-Visual Awareness. [2 RP]

    Scavenger Some dogfolk are even more perceptive than the rest. They gain a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces Emissary & Sociable. [2 RP]

    Stubborn Some dogfolk are stubbornly loyal, and gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if such a dogfolk fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If it has a similar ability from another source (such as a rogue's slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails. This racial trait replaces Wariness. [2 RP]

    Breed-specific racial traits:

    Dogfolk discipline themselves to create breeds best suited for specific functions that many dog breeds fill as well. Each breed requires a specific size and ability score bonus, although in some cases both the Medium and Small breeds go by the same breed name (and are listed only once). Each breed provides breed-specific racial traits to supplement the common traits above, with no alternates allowed. So if a breed-specific trait replaces a common one, all members of the breed must make that substitution, and may not then substitute in an alternate racial trait.

    Attacker Prerequisites: +2 Str & Medium size. Attacker dogfolk are muscular, thick-coated, and ready to win a fight. They gain a +1 natural armor bonus to their Armor Class. They also gain a +2 racial bonus on combat maneuver checks made to bull rush or overrun an opponent, which only applies while both the attacker dogfolk and its opponent are on the ground. [Natural Armor & Relentless: 3 RP]

    Chaser Prerequisites: +2 Dex & Medium size. Chaser dogfolk run relentlessly, locating their quarry with their eyes rather than their noses. They gain Low-Light Vision and a +2 racial bonus on Initiative checks. They also receive Endurance and Run as bonus feats at first level. Chasers who would receive Endurance as a class feature receive Diehard instead. This racial trait replaces Non-Visual Awareness & Sociable. [Low-Light Vision, Fleet-footed & Desert Runner: 6 RP]

    Ratter Prerequisites: +2 Dex & Small size. Ratter dogfolk are ferocity itself, packed small. They gain Weapon Finesse as a bonus feat at first level, and once per day, as a spell-like ability with a range of personal, they can cast Reduce Person. Its caster level is equal to the character’s level. [Static Bonus Feat & Lesser Spell-like Ability: 3 RP]

    Mutt Prerequisite: +2 Con. This isn’t so much a breed as a group of shameful mistakes, as most dogfolk see them: dogfolk with such mixed parentage that they cannot claim a breed. Their mixed breeding gives mutts a boost to their health, however, so they gain Great Fortitude as a bonus feat at first level. In addition, they gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened. [Static Bonus Feat & Plagueborn: 3 RP.]

    Herder Prerequisite: +2 Int. Herder dogfolk have a long history of intelligent responses to danger while herding heedless livestock, and they still pass on a great deal of knowledge about animal husbandry and nature. They gain a +1 racial bonus on all saving throws, and in addition, Handle Animal & Knowledge (nature) are always considered class skills for Herders. [Lucky & Skill Training: 3 RP]

    Spotter Prerequisites: +2 Wis & Medium size. Spotter dogfolk have long aided hunters by stealthily approaching and pointing out or retrieving the game that others killed, although many have turned to archery themselves. They gain Low-Light Vision. Also, they reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty, which includes the penalty reduction from this trait. [Low-Light Vision & Silent Hunter: 3 RP]

    Tracker Prerequisites: +2 Wis & Small size. Tracker dogfolk have long honed their exquisite sense of smell, to the point that they gain a +2 racial bonus on saving throws against illusion spells or effects. In addition, trackers with Non-Visual Awareness and a Wisdom score of 13 or higher gain the Keen Scent (APG) feat. [Illusion Resistance & Static Bonus Feat: 3 RP]

    Guarder Prerequisites: +2 Cha & Medium size. While massive guarder dogfolk (the size of half-orcs) are often confused with attackers, they would much rather protect their homes or charges without fighting. They gain a +2 racial bonus on concentration checks made to cast any arcane spells defensively. They also add +1 to the caster level of any abjuration spells they cast. Finally, Guarders gain the following spell-like abilities: constant—Nondetection; 1/day—Faerie Fire, Obscure Object, & Sanctuary. The caster level for these effects is equal to the character’s level. [Arcane Focus & Enclave Protector: 3 RP]

    Charmer Prerequisites: +2 Cha & Small size. Charmer dogfolk frequently serve as diplomats, even for folk of other races. They add +1 to their caster level when casting charm person and charm monster. They also gain a +1 bonus to the DC of spells they cast that have the language-dependent descriptor or that create glyphs, symbols, or other magical writings, and a +2 racial bonus on saving throws against such spells. Finally, charmers with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—Arcane Mark, Comprehend Languages, Message, Read Magic. The caster level for these spell-like abilities is equal to the character's level. [Object of Desire & Magical Linguist: 3 RP]

    I hope this helps you help me.


    The changes to Small in the second set (changes only) may have been unclear, and in any case the trait has to be reworded. For clarity's sake, here's the complete & proper second version of Small:

    Small Prerequisite: A bonus for an ability other than Strength. Some dogfolk breeds are small in size, as are some mutts. These dogfolk gain a +1 size bonus on attack rolls and to their AC, a –1 size penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small dogfolk have the same space & reach as medium-sized ones. This racial trait replaces Medium. [0 RP]

    Plus, I'm fishing for comments. I really am, especially on the Size/Speed trait question & on breed-specific traits. Anyone?


    Multiple-Breed Dogfolk
    [11 RP: 8 RP in common traits, plus 3 RP in breed-specific traits.]

    Common dogfolk racial traits::

    Multiple-Breed Ability Scores Learning from their long association with humans and their dogs, dogfolk have disciplined themselves into forming greatly-varying breeds. A dogfolk character gains a +2 bonus to any single ability score of your choice during character creation. In conjunction with size, the ability bonus chosen then determines the character’s breed. [Human Heritage Ability Scores 0 RP]

    Dogfolk While dogfolk have distinct breeds with astonishing physical differences, these are not true races, and all dogfolk are simply humanoids with the dogfolk subtype. [0 RP]

    Medium Dogfolk have a space of 5 feet by 5 feet, a reach of 5 feet, and no bonuses or penalties due to their size. [0 RP]

    Normal Speed Dogfolk have a base speed of 30 feet. [0 RP]

    Eternal Hope Dogfolk gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, they may reroll and use the second result. [2 RP]

    Emissary Once per day, dogfolk can roll twice when making a Bluff or Diplomacy check and take the better roll. [1 RP]

    Non-Visual Awareness: Dogfolk have exceptionally keen ears & noses, and gain Blind-Fight as a bonus feat at first level. In addition, dogfolk with Non-Visual Awareness count as half-orcs for purposes of meeting the prerequisites for Keen Scent, Smell Fear, and any similar feats. (See the APG.) [Static Bonus Feat 2 RP]

    --I should mention that all dogs have a tapetum lucidum which is what makes their eyes seem to 'glow' in the dark. It reflects light so they can see better in low-light conditions. The main reason I had included low-light vision was because of this. If you're going to have related feats be available, it's possible to include them as bonus feats for a particular breed. Keen Scent would work well for Hunting/Tracking dogs while Smell Fear could work well for Guard/Security dogs.

    Sociable When dogfolk attempt to change a creature's attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. [1 RP]

    Wariness: Dogfolk are attentive to their physical & social environment, and gain Alertness as a bonus feat at first level. Dogfolk with Wariness who would gain Alertness as a class feature gain Uncanny Alertness instead. [Static Bonus Feat 2 RP]

    --This would be a good trait to replace with an alternative static bonus feat for appropriate breeds.

    Standard Languages: Dogfolk begin play speaking Common and a regional tongue. Dogfolk with high Intelligence scores can choose from a list of seven campaign-suitable languages. [0 RP]

    --Do they not have their own language or is that what you mean by 'a regional tongue'?

    There are two possibilities included in the following set, and I'd especially love comments.

    Alternate dogfolk racial traits concerning size & speed::

    First set of traits (in full) --
    Small Prerequisite: A bonus for an ability other than Strength. Some dogfolk breeds are small in size, as are some mutts. These dogfolk gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Their base speed is reduced to 20 feet, but they still have a space of 5 feet by 5 feet and a reach of 5 feet. Small dogfolk are highly energetic; Acrobatics & Swim are always considered class skills for them. This racial trait replaces Medium & Normal Speed. [Small, Slow Speed, & Skill Training: 0 RP]

    --I don't see why there should be limits on Strength. There could be breeds that are considered small but mighty. Skill Training is 1 RP.

    Sprinter Prerequisite: Medium size. Some medium-sized dogfolk are surprisingly fast when they need to be, although they're less sociable than others. They receive a 10-ft bonus to their land speed when using the charge, run, or withdraw actions. This racial trait replaces Emissary. [1 RP]

    --For fluff you might want to say they're less able to Bluff than others since they still have the Sociable trait.

    Pack-fighter Prerequisite: Small size. Some small-sized dogfolk are vicious toward those outside their pack, and become so used to fighting communally with other members of their pack that up to two small dogfolk with this racial trait can share the same square at the same time. If two such dogfolk that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. This racial trait replaces Emissary. [Swarming 1 RP]

    --A prerequisite is something someone must have before. I don't think it's wise to call the first two traits you presented here 'prerequisites' since this third one clearly is. That is, a dogfolk may not chose 'Pack-Fighter' unless the dogfolk has also chosen small

    Second possible set (changes only) --:

    Small Prerequisite: ... on Stealth checks. Their base speed, space, and reach do not change. This racial trait replaces Medium. [0 RP]

    --Do you mean 'Acrobatic and Stealth checks?

    Skill Training (1 RP)
    Prerequisites: None.
    Benefit: Pick up to two skills. These skills are always considered class skills for members of this race.

    Slow Speed Prerequisites: None. Most small dogfolk, and even some medium ones, are slower than the rest, and have a base speed of 20 feet. If they are Medium in size, their speed is never modified by armor or encumbrance. Even slow dogfolk are surprisingly energetic; Acrobatics & Swim are always considered class skills for them. This racial trait replaces Normal Speed. [Slow Speed & Skill Training: 0 RP]

    --You might want to put this as 'enduring' or something similar that indicates the canine in question is not encumbered, but it does't make much sense to mention small dogs here since their speed is not going to be further slowed down nor will they benefit (their speed will still be modified by armor or encumbrance). This could work very well for larger dog breeds, though.

    Alternate racial traits available to all dogfolk::

    Bite Some dogfolk can savage their foes with their teeth. They gain a natural bite attack, dealing 1d3 for Small dogfolk & 1d4 for Medium ones. The bite is a primary attack, or a secondary attack if the dogfolk is wielding manufactured weapons. This racial trait replaces Eternal Hope. [2 RP]

    --This could replace Emissary and Sociable instead since biting isn't exactly the friendliest thing to do.

    Gift of Tongues Some dogfolk are focused on social interactions to the exclusion of some of their senses. They gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces Non-Visual Awareness. [2 RP]

    --This makes sense.

    Scavenger Some dogfolk are even more perceptive than the rest. They gain a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces Emissary & Sociable. [2 RP]

    --I might suggest replacing Eternal Hope, but the other two could work as well.

    Stubborn Some dogfolk are stubbornly loyal, and gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if such a dogfolk fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If it has a similar ability from another source (such as a rogue's slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails. This racial trait replaces Wariness. [2 RP]

    --This is a good substitution1

    [spoiler=Breed-specific racial traits:]

    Dogfolk discipline themselves to create breeds best suited for specific functions that many dog breeds fill as well. Each breed requires a specific size and ability score bonus, although in some cases both the Medium and Small breeds go by the same breed name (and are listed only once). Each breed provides breed-specific racial traits to supplement the common traits above, with no alternates allowed. So if a breed-specific trait replaces a common one, all members of the breed must make that substitution, and may not then substitute in an alternate racial trait.

    Attacker Prerequisites: +2 Str & Medium size. Attacker dogfolk are muscular, thick-coated, and ready to win a fight. They gain a +1 natural armor bonus to their Armor Class. They also gain a +2 racial bonus on combat maneuver checks made to bull rush or overrun an opponent, which only applies while both the attacker dogfolk and its opponent are on the ground. [Natural Armor & Relentless: 3 RP]

    --And not a bite attack?

    Chaser Prerequisites: +2 Dex & Medium size. Chaser dogfolk run relentlessly, locating their quarry with their eyes rather than their noses. They gain Low-Light Vision and a +2 racial bonus on Initiative checks. They also receive Endurance and Run as bonus feats at first level. Chasers who would receive Endurance as a class feature receive Diehard instead. This racial trait replaces Non-Visual Awareness & Sociable. [Low-Light Vision, Fleet-footed & Desert Runner: 6 RP]

    --This trait has twice as many RP as all the others. It ought to be in line with the rest. Fleet Footed [3 RP] is what causes the issue. It might have been better reserved for running dogs who need speed but not endurance. Alternatively you could always 'up' the rest to 6 RP.

    Ratter Prerequisites: +2 Dex & Small size. Ratter dogfolk are ferocity itself, packed small. They gain Weapon Finesse as a bonus feat at first level, and once per day, as a spell-like ability with a range of personal, they can cast Reduce Person. Its caster level is equal to the character’s level. [Static Bonus Feat & Lesser Spell-like Ability: 3 RP]

    --Why is this separate from the Pack Fighter? Why not have Swarming instead of a spell-like ability?

    Mutt Prerequisite: +2 Con. This isn’t so much a breed as a group of shameful mistakes, as most dogfolk see them: dogfolk with such mixed parentage that they cannot claim a breed. Their mixed breeding gives mutts a boost to their health, however, so they gain Great Fortitude as a bonus feat at first level. In addition, they gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened. [Static Bonus Feat & Plagueborn: 3 RP.]

    --This makes a lot of sense. There is a term - 'hybrid vigor' - for exactly this healthiness in mixed breeds.

    Herder Prerequisite: +2 Int. Herder dogfolk have a long history of intelligent responses to danger while herding heedless livestock, and they still pass on a great deal of knowledge about animal husbandry and nature. They gain a +1 racial bonus on all saving throws, and in addition, Handle Animal & Knowledge (nature) are always considered class skills for Herders. [Lucky & Skill Training: 3 RP]

    --This makes a lot of sense!

    Spotter Prerequisites: +2 Wis & Medium size. Spotter dogfolk have long aided hunters by stealthily approaching and pointing out or retrieving the game that others killed, although many have turned to archery themselves. They gain Low-Light Vision. Also, they reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty, which includes the penalty reduction from this trait. [Low-Light Vision & Silent Hunter: 3 RP]

    --This is a great set of traits!

    Tracker Prerequisites: +2 Wis & Small size. Tracker dogfolk have long honed their exquisite sense of smell, to the point that they gain a +2 racial bonus on saving throws against illusion spells or effects. In addition, trackers with Non-Visual Awareness and a Wisdom score of 13 or higher gain the Keen Scent (APG) feat. [Illusion Resistance & Static Bonus Feat: 3 RP]

    --This one confuses me a bit since it seems to give a free feat (4 RP). While you stipulate a Wisdom of 13, they already have a +2 Wis - so anyone playing this breed ought to be pretty easily be able to make 13. You may want to consider putting these breed traits first otherwise a player might swap out the Non-Visual Awareness without being aware of the consequences if they want to play this breed.

    Guarder Prerequisites: +2 Cha & Medium size. While massive guarder dogfolk (the size of half-orcs) are often confused with attackers, they would much rather protect their homes or charges without fighting. They gain a +2 racial bonus on concentration checks made to cast any arcane spells defensively. They also add +1 to the caster level of any abjuration spells they cast. Finally, Guarders gain the following spell-like abilities: constant—Nondetection; 1/day—Faerie Fire, Obscure Object, & Sanctuary. The caster level for these effects is equal to the character’s level. [Arcane Focus & Enclave Protector: 3 RP]

    --I like this a lot!

    Charmer Prerequisites: +2 Cha & Small size. Charmer dogfolk frequently serve as diplomats, even for folk of other races. They add +1 to their caster level when casting charm person and charm monster. They also gain a +1 bonus to the DC of spells they cast that have the language-dependent descriptor or that create glyphs, symbols, or other magical writings, and a +2 racial bonus on saving throws against such spells. Finally, charmers with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—Arcane Mark, Comprehend Languages, Message, Read Magic. The caster level for these spell-like abilities is equal to the character's level. [Object of Desire & Magical Linguist: 3 RP]

    --This is a nice idea! I can't help but wonder if they're called'lap dogs' as a derogatory term.

    --I will repeat again that 'prerequisite' isn't a good way to do these. It's a better idea just to call them 'traits' if you need a second word at all.

    Quote:
    I hope this helps you help me.

    I did the best I could. I hope my critique isn't too harsh! You have a lot of good ideas!


    Regarding the breed specific traits...

    I think you are getting pretty loose with the bonus feats. Some is fine, but there are too many. I'm also not a fan of all of the spell-like abilities.

    ATTACKER
    Pretty good.

    CHASER
    The init bonus isn't terrible, but the bonus to Dexterity already gives a small boost. Two bonus feats is too much IMO. When I think of a really fast dog, I think of sprinting but not long distance running. The Endurance feat covers a lot of things, but sprinting is not one of them. Marching, swimming, extreme temperatures, and armor. I think you could drop it and the breed would not suffer for it.

    RATTER
    I dont' like either of the two benefits. Every other Dex-based race must use a feat to take Weapon Finesse, and this race just doesn't feel magical to me. Its already small, so why does it need to go tiny?

    MUTT
    Pretty good.

    HERDER
    I'm on the fence about lucky. Its not a bad choice, but its not something I personally associate with herding dogs. Rather than counting the two skills as class skills, I would way rather see the herder being better at herding than other breeds. Which is to say that it should be a +2 on Handle Animal checks instead. The knowledge nature part I don't think is neccessary. Maybe a Wild Empathy bonus instead?

    SPOTTER
    Not bad.

    TRACKER
    Why not just trade in Non-Visual Awareness and give it the Scent ability? To me, it seems simpler than conditionally giving it a feat intended for orcs. He looses Blind-Fight (which is nice but not always helpful), and gains the full scent ability, which is always available even if he takes Wisdom damage.

    GUARDER
    Not a fan of the spell-like abilities. I'll see if I can come up with some alternate benefit.

    CHARMER
    Again, not a fan of the spell-like abilities. Nor of the spell DC thing.


    Indagare, your critique was helpful and not harsh at all. Thank you! And I'm going to ask you: how do you pronounce your name? I pronounce it two different ways (at least) when I read your posts, and it's a bit distracting. Is it from an African language?

    I'll get to your comments in the next post -- possibly tomorrow, I'm afraid. But for now, I can see that the flavor-text that would normally be at the beginning of a race description will be helpful. So here goes...
    .

    Multiple-Breed Dogfolk

    Physical Description It was human experiments with breeding their "stock" that got dogfolk started on the incredible variety of breeds that they now discipline themselves proudly to maintain. The two things that dogfolk have never been willing to do, even while enslaved, are to help raise crops or clean house. Never. But to help with hunting or herding, to attack predators, to guard a home or herd, even to sell goods or negotiate for a noble... Dogfolk have gladly done it all for humans, with ever-better, bred-in abilities.

    And with ever-increasing variations in appearance! Now there are few commonalities among dogfolk that can be mentioned. Dogfolk with breeds great at tracking are as squat as halflings, while those with breeds that chase prey are as tall and lean as elves. One breed might be stronger than normal, while another more dexterous, and so on -- and these varying bred-in ability priorities are naturally reflected in their appearance. Furthermore, some differences are purely cosmetic. For instance, while all dogfolk are covered in fur, it might be long or short, and of any color in the white, yellow, red, brown, gray, and black spectrum. All dogfolk have a muzzle ending in a black button nose, but it might be long or short. Their ears are usually long and floppy, but might be pricked upright. While nearly all dogfolk have a long tail, it easily might be carried horizontally or curved upright.

    Even among breeds with a common function, such as "herder," differences abound. If one breed can be identified as "a normal herder" (itself a contentious claim), there will nonetheless be smaller, or faster, or more perceptive, or more friendly "herder" breeds. And all of them will of course look different because of these varying abilities, but in addition will have purely cosmetic differences! It is enough to make a natural philosopher throw up her hands in despair! And yet... and yet... despite all these variations, there is something about dogfolk that lets one recognize the race at a glance.

    Society Dogfolk have lived mingled with humans for so long that there are no records of an independent existence. They once were humans' slaves, having to work and be bred at another race's direction. That is no more. But dogfolk have a racial philosophy that the greatest good is to be useful, and thus they still are often humans' servants for hire, or operate businesses that sell goods or services to humans. In regions where dogfolk can be found, they usually live in profuse numbers in otherwise human settlements and are content with human rulers and human laws. They only speak the languages that the humans around them do. Conversely, the humans in such settlements have come to respect dogfolk for their abilities and like their company, so they generally see to it that dogfolk live in comfort rather than squalor. In short, the long association has become overall a satisfying one for both races.

    Alignment and Religion Dogfolk usually believe in obeying the law, but being useful is their greatest good. They do not value wealth beyond the level of reasonable comfort, and like halflings, celebrate an occasion by giving away gifts. Thus they normally have a Lawful Good alignment, with an emphasis on Good if it conflicts with Lawful. They generally worship the gods that the humans of their settlement and region worship, as long as they are not Chaotic or Evil.

    If there had been dogfolk in Cheliax when the House of Thrune made its bid to take over, the internal conflict would have been even bloodier! So I deduce that there are no dogfolk in Cheliax, or indeed Taldan lands in general. But Varisia, now...


    bitter lily wrote:
    Indagare, your critique was helpful and not harsh at all. Thank you! And I'm going to ask you: how do you pronounce your name? I pronounce it two different ways (at least) when I read your posts, and it's a bit distracting. Is it from an African language?

    I'm glad to be of help!

    I usually pronounce it Ind-a-gar-A (the 'e' is pronounced like long 'a'), but Indy would be just fine. It's from Latin and means "investigate; search out, try to find/procure by seeking; track down, hunt out" - I chose it because of my inquisitive nature.

    Quote:
    I'll get to your comments in the next post -- possibly tomorrow, I'm afraid. But for now, I can see that the flavor-text that would normally be at the beginning of a race description will be helpful. So here goes...

    I look forward to them when you get a chance.

    Quote:

    Multiple-Breed Dogfolk

    Physical Description It was human experiments with breeding their "stock" that got dogfolk started on the incredible variety of breeds that they now discipline themselves proudly to maintain. The two things that dogfolk have never been willing to do, even while enslaved, are to help raise crops or clean house. Never. But to help with hunting or herding, to attack predators, to guard a home or herd, even to sell goods or negotiate for a noble... Dogfolk have gladly done it all for humans, with ever-better, bred-in abilities.

    --This makes me wonder what laws pertain to dogfolks in some areas and whether some humans feel guilty about the situation.

    Quote:

    And with ever-increasing variations in appearance! Now there are few commonalities among dogfolk that can be mentioned. Dogfolk with breeds great at tracking are as squat as halflings, while those with breeds that chase prey are as tall and lean as elves. One breed might be stronger than normal, while another more dexterous, and so on -- and these varying bred-in ability priorities are naturally reflected in their appearance. Furthermore, some differences are purely cosmetic. For instance, while all dogfolk are covered in fur, it might be long or short, and of any color in the white, yellow, red, brown, gray, and black spectrum. All dogfolk have a muzzle ending in a black button nose, but it might be long or short. Their ears are usually long and floppy, but might be pricked upright. While nearly all dogfolk have a long tail, it easily might be carried horizontally or curved upright.

    Even among breeds with a common function, such as "herder," differences abound. If one breed can be identified as "a normal herder" (itself a contentious claim), there will nonetheless be smaller, or faster, or more perceptive, or more friendly "herder" breeds. And all of them will of course look different because of these varying abilities, but in addition will have purely cosmetic differences! It is enough to make a natural philosopher throw up her hands in despair! And yet... and yet... despite all these variations, there is something about dogfolk that lets one recognize the race at a glance.

    --I really like your descriptions. It makes a lot of sense. But now I have to wonder if there are Elven versions along the line of Cooshee that might have more unusual colors. Then too there could be something like an Orc variety or any other racial one - whether they were bred by that race or humans just modeled the dogfolk after them.

    Quote:
    Society Dogfolk have lived mingled with humans for so long that there are no records of an independent existence. They once were humans' slaves, having to work and be bred at another race's direction. That is no more. But dogfolk have a racial philosophy that the greatest good is to be useful, and thus they still are often humans' servants for hire, or operate businesses that sell goods or services to humans. In regions where dogfolk can be found, they usually live in profuse numbers in otherwise human settlements and are content with human rulers and human laws. They only speak the languages that the humans around them do. Conversely, the humans in such settlements have come to respect dogfolk for their abilities and like their company, so they generally see to it that dogfolk live in comfort rather than squalor. In short, the long association has become overall a satisfying one for both races.

    --Sounds very interesting. I wonder how other races view them - particularly catfolk!

    Quote:
    Alignment and Religion Dogfolk usually believe in obeying the law, but being useful is their greatest good. They do not value wealth beyond the level of reasonable comfort, and like halflings, celebrate an occasion by giving away gifts. Thus they normally have a Lawful Good alignment, with an emphasis on Good if it conflicts with Lawful. They generally worship the gods that the humans of their settlement and region worship, as long as they are not Chaotic or Evil.

    --This certainly makes a lot of sense. They'd likely get along well with Dwarves too.


    In general, I want to mention that the throw-away comment I made ooc about dogfolk in Cheliax has started a beehive of thought about how to fit dogfolk into Varisia. My curmudgeonly friend playing in my Varisian game likes Dogfolk! He's willing to let me pour him a long, tall homebrew! Yeeha! (I just finished running, and I'm popping on for a sec.)

    Meanwhile, Indy (I'm taking the easy way out), thanks for the comments on the fluff-text!

    What are Cooshee?

    No, there are no orc varieties of dogfolk. Orcs would kill and eat them. Oh, are you suggesting humans would try to give dogfolk tusks and such? I suppose they might well have, but they failed. (Yes, both half-orcs & medium dogfolk get 1d4 damage on a bite, but the dogfolk need all of their teeth to pull it off, since they don't have tusks. Frankly, I think tusks should do more damage than a bite, but... 1d4 is as high as it goes.)

    Now there's a weird thing: Orcs don't have damage-dealing tusks as even an alternative racial trait! So where do half-orcs get their tusks from???? And orcs are only 8 RP -- there's lots of room for a 2-RP Bite!

    Isn't it obvious? Catfolk despise dogfolk, utterly. They never, ever would be so servile to another race. They'd rather die. But then I go and look up what the ARG has to say and see...

    ARG under Catfolk wrote:
    Relations: Adaptable and curious, catfolk get along with almost any race that extends reciprocal goodwill. They acclimate easily to halflings, humans, and especially elves...

    What it comes down to, I think, is that any catfolk that come into my game world will differ in some key cultural respects from the ARG's. I don't see catfolk acclimating easily to halflings or humans; settled races are generally far too dirty. Acclimating to elves, I can see. But elves wouldn't accept dogfolk amongst them, I don't think. Hmmm.

    This is my fluff-text for "cat-kin," an advanced race based on snow leopards that my husband & I created. I would probably go with a very similar culture for standard catfolk if they were also based on leopards & tigers. (As would be the case in Varisia & lands north.) How do you see the two races, catfolk and dogfolk, interacting? What pitfalls? What perhaps unexpected warmth? I certainly don't think there'd be violence!

    Cat-kin:
    Driven by their endless curiosity and natural stealth, cat-kin are a nomadic tribe of explorers and hunters. Their hunting provides the dominant share of the meat for all of the tribes (the different animal-kin races): they hunt elk and wild goat by preference, and smaller game if necessary, stalking their prey silently with hand crossbows at the ready, or leaping upon it from concealment on high, twin kukri or cat-kin claw gauntlets brandished. Although they disdain the use of traps, holding them to be cruel, it is considered acceptable to turn to weapons of magic to kill prey. And some cat-kin spend their days hunting down the answers to questions about their environment rather than physically prowling through it. Elders outright encourage such a tendency out of a desire to teach kits caution before they indulge in their natural curiosity.

    In addition to feeling an urge to hunt and to satisfy their curiosity, nearly all cat-kin enjoy being the center of attention. Thus they value even quirky expressions of their strong individuality, and cat-kin performers are often the most artistic of all. However, only the unkind whisper that it is for the attention they crave that cat-kin are so notably generous to their family and friends; cat-kin themselves know that they value the individuals around them as much as their own individuality. At cat-kin celebrations, the guest of honor gives gifts to the guests. In fact, cat-kin can be even unwilling to barter for the goods they need; they often simply offer someone a gift, and wait with curiosity to see what gift will be proffered in return.

    Physical Description In general, cat-kin are as lithe, slender, and tall as elves. While clearly bipedal humanoids, they possess many feline features... <deleted for space>

    Society As with the other tribes (races), cat-kin society is defined primarily as clans traced through the mother's line. However, self-expression is such an important aspect of cat-kin culture, that it is easy to miss the fact that cat-kin even have clans. One rarely sees more than a couple and their young offspring moving through the forest at a time. Yet, as the saying goes, where you see one cat-kin, there's a dozen not that far off. It is a mystery to other races, however, how all these discrete individuals can maintain enough cohesiveness to function in the off-hand, cat-kin way as a clan. Certainly, a clan’s eldest female is more of an advisor than ruler, since the cat-kin are the least prone of all the animal-kin to following orders -- or indeed, to giving them.

    Alignment Given their frequent indulgence in individuality and curiosity, almost all cat-kin are chaotic. Not only are they not interested in following orders, they often forget the promises they made yesterday in pursuit of the mystery they've spotted today. But they are so charming, they are usually forgiven! And with such generosity and appreciation for the individuals around them at the center of their culture, most cat-kin tend toward good alignments. They are far happier to ask questions first and perhaps make a new friend than to strike first and thus certainly make a new enemy. Even as hunters, they offer their prey respect.


    Ciaran, I'll return to your comments tomorrow, too, of course -- with thanks. But to gather more wood before I pull out my matches, what do you think about my "prerequisites" wording here?

    Charmer Prerequisites: +2 Cha & Small size. Charmer dogfolk...

    And Indy, can you write out for me an example of the language you'd recommend?

    Indagare wrote:
    --I will repeat again that 'prerequisite' isn't a good way to do these. It's a better idea just to call them 'traits' if you need a second word at all.


    bitter lily wrote:
    What are Cooshee?

    --Cooshee are elven dogs. You can find information on them here and a black and white image here. My thought was that humans could (somehow) have bred dogfolks to look like that or elves might have altered some dogfolk to match their own aesthetics. It's just a thought, but some magical variety of dogfolk with strange pelt colors and markings could be amusing.

    Quote:
    No, there are no orc varieties of dogfolk. Orcs would kill and eat them. Oh, are you suggesting humans would try to give dogfolk tusks and such? I suppose they might well have, but they failed. (Yes, both half-orcs & medium dogfolk get 1d4 damage on a bite, but the dogfolk need all of their teeth to pull it off, since they don't have tusks. Frankly, I think tusks should do more damage than a bite, but... 1d4 is as high as it goes.)

    --I was meaning more that humans might have tried to give the dogfolk tusk or such. Similarly it strikes me that some races could have developed their own variety. Dwarves would be a particularly good candidate since their usual alignment is the same as dogfolk even if they tend more towards Law than Good.

    Now there's a weird thing: Orcs don't have damage-dealing tusks as even an alternative racial trait! So where do half-orcs get their tusks from???? And orcs are only 8 RP -- there's lots of room for a 2-RP Bite!

    --I've yet to understand why Orcs can't be a PC race. There's no reason that their fluff couldn't be altered so they're more like the World of Warcraft Orcs. I've actually thought sometimes that it would be an interesting twist if Orcs were a variant of Elf or that some other interesting twist were involved in the hatred between the two.

    Quote:
    Isn't it obvious? Catfolk despise dogfolk, utterly. They never, ever would be so servile to another race. They'd rather die. But then I go and look up what the ARG has to say and see...
    ARG under Catfolk wrote:
    Relations: Adaptable and curious, catfolk get along with almost any race that extends reciprocal goodwill. They acclimate easily to halflings, humans, and especially elves...
    Quote:

    What it comes down to, I think, is that any catfolk that come into my game world will differ in some key cultural respects from the ARG's. I don't see catfolk acclimating easily to halflings or humans; settled races are generally far too dirty. Acclimating to elves, I can see. But elves wouldn't accept dogfolk amongst them, I don't think. Hmmm.

    This is my fluff-text for "cat-kin," an advanced race based on snow leopards that my husband & I created. I would probably go with a very similar culture for standard catfolk if they were also based on leopards & tigers. (As would be the case in Varisia & lands north.) How do you see the two races, catfolk and dogfolk, interacting? What pitfalls? What perhaps unexpected warmth? I certainly don't think there'd be violence!

    --Well, everyone's own homebrew setting will be a bit different. There's nothing wrong with alternating things. Personally, I could see there being some issues. Felines tend to be more independent while dogs tend to like being around other folks, but there are always plenty of exceptions. Still, the cats might disdain the dogs for their clinginess while dogs don't understand why the cats can't be best buddies too. Cats perform important guard duties too - keeping down vermin. It could be interesting for guard cats and guard dogs to forge an alliance to protect places like temples.

    --I like your description of the catkin!

    Quote:
    And Indy, can you write out for me an example of the language you'd recommend?

    --Uh never mind. On rereading your description of the dogfolk again I just realized where the prerequisites would come from.

    --My issue was I was reading Charmer Prerequisite: +2 Cha & Small size... and I kept wondering where they'd get the +2 score from to start with (the size didn't bother me since I remembered there's a Small size alternate trait).

    --Does this make any sense?


    Rather than being a "prerequisite", the character is a "charmer" by virtue of the ability score chosen and size. Using that word makes it seem like you need to qualify for it. I would phrase it differently.

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