The Dog-Headed men (0 HD race)


Homebrew and House Rules


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So I have a campaign set in an exotic land, and I am using Panotti and Blemmyes in it, but I also wanted to use the Cynocephali that go with them. I learned that Eric Morton presents had a humanoid dog race thing partway through building, but I had already started so I just finished it; may grab that later to compare notes. Mostly looking for feedback on how this seems balance-wise and flavor-wise from people who are more experienced at designing races than I am. It is somewhat based on Catfolk but I changed and added more than I left, I think. Also debating changing the name to Kalystrii/Kalustrii or Hemicyne, which is another name found in some sources for the Cynocephali, but I don't think I like those as much (and since they don't speak common, their name is probably one given by another race anyway).

Cynocephalus Characters [16 RP]
+2 Constitution, +2 Wisdom, –2 Intelligence: Cynocephali are hardy and alert, but prefer practical simplicity over intellectual pursuits.
Cynocephalus: Cynocephali are humanoids with the cynocephalus subtype.
Medium: Cynocephali are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Cynocephali have a base speed of 30 feet.
Low-light Vision: In dim light, cynocephali can see twice as far as humans. (1 RP)
Illusion Resistance: Due to their colorblindness, combined with their excellent senses of smell and hearing, cynocephali gain a +2 racial bonus on saving throws against illusion spells or effects. (1 RP)
Scent: Cynocephali can detect approaching enemies, sniff out hidden foes, and track by sense of smell. (4 RP)
Keen Senses: Cynocephali receive a +2 racial bonus on Perception checks. (2 RP)
Sprinter: Cynocephali gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. (1 RP)
Natural Weapon: Cynocephali possess a bite natural attack that inflicts 1d4 points of damage on a hit. This is a primary attack, or a secondary attack if the cynocephalus wields a manufactured weapon. (2 RP)
Terrifying Howl: (su) Once per hour as a standard action, a cynocephalus can emit a piercing howl. Any non-cynocephalus within 30 feet must make a successful Will saving throw (DC 10 + 1/2 the user's character level + the user's Charisma modifier) or become shaken for 1d4 rounds. A target that successfully saves cannot be affected by the user's terrifying howl for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. This is a sonic, mind-affecting effect. Though the frightening effect of the howl is limited to 30 feet, it can be clearly heard (perception DC 0) at ranges up to half a mile (For each quarter-mile beyond, Perception checks to hear the howl take a –1 penalty). Among cynocephali, variations in this howl can be used as a signal horn with a DC 10 perform (sing) check. (3 RP; based on Terrifying Croak but with an added point for the signal horn function)
Beastspeech: Cynocephali are not capable of pronouncing most languages due to the structure of their mouths and throats; likewise, most other races are incapable of pronouncing their racial language. When communicating with other races, they usually resort to written or sign languages. However, their unusual vocal structure does allow them to communicate with dogs and other mammals (as speak with animals, but as a constant extraordinary ability). Cynocephali begin play speaking Cynocephalus, understanding and being able to write Common, and knowing a common trade sign language. Cynocephali with high Intelligence scores can choose to learn to understand and write any Human regional language, Sylvan, Elven, Gnome, Adlet, and Gnoll. (2 RP; based on the cost for at will SLA. May be able to actually speak Adlet and/or Gnoll?)

Alternate Racial Traits
The following racial traits may be selected instead of typical cynocephalus racial traits. Consult your GM before selecting any of these new options.

Dogged Ferocity: Some cynocephali are more reliant on physical prowess and sheer stubbornness than intimidation and coordination. If the hit points of a cynocephalus with this trait 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. This trait replaces Terrifying Howl. (Considering also including an improvement to the bite attack, either giving it grab or improved critical when at low health?)
Pack Action: Some cynocephali specialize in working together as teams. Cynocephali with this trait get one teamwork feat as a bonus feat at first level. This trait replaces Terrifying Howl.
Rare Breed: While most cynocephali have the heads of unremarkable hounds, some resemble other breeds, such as mastiffs, terriers, bulldogs, or even wolves. Their humanoid bodies are often differently proportioned to match. This trait can modify the Ability Score, Size, and Speed traits. (I was having a hard time deciding on ability score modifiers and didn't have time to make a full heritages list)
Tail of the Hound: Some cynocephali have tails in addition to dog heads. These tails give a +2 racial bonus on acrobatics checks to jump and balance, and a +2 bonus on Bluff checks to deliver secret messages. This trait replaces Sprinter.
Tongue of Man: Some cynocephali have a deformity that allows them to speak human and other languages, but makes them almost incapable of speaking their racial languages. Cynocephali with this trait begin speaking Common, understanding and being able to write Cynocephalus, and knowing a common trade sign language, and with a high intelligence modifier can choose from Elven, Halfling, Gnome, Gnoll, and Sylvan. However, they suffer a -2 on diplomacy checks against other cynocephali, and cannot speak with animals. This racial trait replaces beastspeech. (for people who want greater ease of use, with a bit of a downside. Might also have a racial feat that lets them gain humanoid speech without losing their racial language)

Haven't come up with racial feats or favored class bonuses yet, but their most common favored classes are probably ranger, druid, barbarian, skald, hunter, shaman, maybe bloodrager or witch. Most common alignment probably lawful neutral?

I have a bestiary entry I'm almost done with, and still need to do more of the flavor chunks that race entries usually have, but this is a good rough-out for the mechanics I think. I'm slightly concerned that their RP is too high. Was also debating adding something like "Animal-Minded (2 RP): Skinwalkers have a +2 racial bonus on Handle Animal and wild empathy checks." but that would DEFINITELY make their RP too high.


Here's the generic bestiary entry:

Cynocephalus
This woodsman has the head of a hound on a rugged human body. He does not speak, but communicates with hand signs.
Cynocephalus CR 1/2
XP 200
Cynocephalus ranger 1
LN Medium humanoid (cynocephalus)
Init +2; Senses low-light vision, scent; Perception +7
Defense
AC 16, touch 12, flat-footed 14 (+3 armor, +1 shield, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +4, Will +1, +2 versus Illusion
Offense
Speed 30 ft.
Melee bite +3 (1d4+3)
Ranged javelin +3 (1d6+2)
Special Attacks favored enemy (Animals +2), terrifying howl (DC 10)
Statistics
Str 15, Dex 14, Con 14, Int 11, Wis 12, Cha 8
Base Atk +1; CMB +3; CMD 15
Feats 1x
Skills Craft (any one) +4, Handle Animal +4, Knowledge (geography) +4, Knowledge (nature) +4, Perception +7, Perform (sing) +0, Survival +5; Racial Modifiers +2 Perception
Languages Common, Cynocephali, Trade Sign Language (Cannot speak common)
SQ beastspeech, sprinter, track +1, wild empathy +0
Ecology
Environment any forest or plains, or urban
Organization solitary, pair, pack (3–12 plus 1 leader of 3rd level and 1–4 dogs or wolves), or tribe (13–60 plus 50% noncombatants and 1 subchief of 3rd level per 10 adults, and 1 chief of 6th level plus 6–12 dogs or wolves) (approx)
Treasure NPC gear (studded leather armor, light wooden shield, 6 javelins, other treasure)
Special Abilities
Beastspeech (Ex) Cynocephali are not capable of pronouncing most languages due to the structure of their mouths and throats; likewise, most other races are incapable of pronouncing their racial language. When communicating with other races, they usually resort to written or sign languages. However, their unusual vocal structure does allow them to communicate with dogs and other mammals (as speak with animals, but as a constant extraordinary ability).
Illusion Resistance (Ex) Due to their colorblindness, combined with their excellent senses of smell and hearing, cynocephali gain a +2 racial bonus on saving throws against illusion spells or effects.
Sprinter (Ex) A cynocephalus gains a 10-foot racial bonus to its speed when using the charge, run, or withdraw actions.
Terrifying Howl (Su) Once per hour as a standard action, a cynocephalus can emit a piercing howl. Any non-cynocephalus within 30 feet must make a successful Will saving throw (DC 10 + 1/2 the user's character level + the user's Charisma modifier) or become shaken for 1d4 rounds. A target that successfully saves cannot be affected by the user's terrifying howl for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. This is a sonic, mind-affecting effect. Though the frightening effect of the howl is limited to 30 feet, it can be clearly heard (perception DC 0) at ranges up to half a mile (For each quarter-mile beyond, Perception checks to hear the howl take a –1 penalty). Among cynocephali, variations in this howl can be used as a signal horn with a DC 10 perform (sing) check.

Usually living in orderly tribes, cynocephali are rarely found in the inner sea region. The largest known population is in the realm of the priest-king in Casmaron, where they are one of the notable nonhuman populations, but they can also be found in small numbers far to the north in Iobaria and in the deserts of Kelesh. Historical documents suggest there may have been a significant population in Osirion at some point, but there is no known population there now. Though most are unable of vocalizing languages other than their own, their patience and understanding usually lead to peaceful and cooperative interactions with humans and other civilized races. They do not usually integrate into other populations, but often establish mutually beneficial trade relationships. Cynocephali are most comfortable in the wild or in rural settings, usually eschewing urban environments and living by hunting, gardening, and crafting. Cynocephalus society places high value on tradition and cooperation; while their tribes usually have one strong leader (who can be male or female), most important decisions, especially ones deviating from tradition, will be debated and agreed on by the tribe before being carried out


Oops, I forgot to give the bestiary entry a feat... It'd probably be Weapon Focus (bite) or improved critical (bite) or Power Attack or something.

Scarab Sages

Respectable; I've been waiting for someone to do these guys.


I tried to take as much as possible inspiration from the actual medieval bestiary descriptions (the not speaking, the sometimes tails, the general agreeableness) plus some things logically based on dogness (the reasons given for illusion resistance). I trimmed natural hunter down to keen senses and didn't include the animal-minded because of RP amount and power balance concerns. What do you think? I'm also concerned about Terrifying Howl's balance as part of a 0 HD race; Terrifying Croak is given as an option in the race builder but it comes from Boggards.


Does anyone else have any thoughts, input, or feedback?


I would not make the rare breed. And i would loose sprinter and low ligth vision.
The danger of making the rare bredes it what happend the thieflings and asimars that it just become a minmaxing option, but if that is fine, just do it. I think i would make the howl be a bonus to intimidate and call it low growl or somthing like that.

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