| Azothath |
Canisum (dog- various canines)
NN Med anml (canine quadruped) CR 3 XP 800
Init +3; Senses low-light vision, scent 30ft; Perception +8
DEFENSE
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natl)
HP 32 (5d8+10)
Fort +7, Ref +8, Will +3
OFFENSE
Speed 50 ft
Melee Natl: bite +8 (1d6+6 c20 *2 BPS plus trip) {primary, AoO}, (2) paw +2 (1d3+2 c20 *2 B) {secondary}
Space 5 ft.; Reach 5 ft. canine quadruped 23-28” shldr H, 8-10” W, 35-42” L, Wt 80-140 lbs.
STATISTICS
Str 18(+4), Dex 16(+3), Con 14(+2), Int 3(-4), Wis 12(+1), Cha 12(+1)
BAB(0.75): +3, Str +4, sz +0; CMB +7; CMD 20(24 vs trip)
Feats: Coordinated Maneuvers (+2 CM with ally, +4 to end grapple), Run (Run at 5* Spd), Street Smartsᴮ(+2 Knw(locl), +2 Sns Mtv), WpnFcs(bite, +1 Atk).
Skills(10): Acroᶜ +7(1), Bluff(humanoids) +1(0) +5 vs humans for treats and support, Climbᶜ +8(1), Know(locl)ᶜ +2(1){+2}, Prcpᶜ +7(3) +15 to detect nearby creature by scent, Stlthᶜ +8(2), Sns Mtvᶜ +7(1){+2}, Srvlᶜ +9(5ᴮ) +13 track w scent, Swimᶜ +8(1).
Tricks(9): Aid, Atk, Come, Defend, Down, Fetch, Guard, Heel, Track. Common options are; Atk(for Aid), Hunt or Herd(for Fetch).
Languages: n/a.
Mag Item Body Slots(MIBS): quadruped (claws): armor, belt(saddle), chest, eyes, head, headband, neck, shoulders, wrist.
Racial Modifiers: +2 ntrl AC, Prcp +8 comp detect creature, Srvl +4 comp track by scent.
Armor/Weapon Proficiency: n/a.
Familiar: A master of (casting class) Lvl ≥6 must perform the binding ritual in a secure location with the targeted trained animal (400gp) with an additional 1200gp in materials (as re-binding at 6th level, personally I use (100*CstrLvl) gp for any familiar binding). The canisum can grip/carry one sml object in its jaw but does not have the digits for spell casting. Gains a ring magic item slot which can be worn on a paw, ear, nose, or tail.
Sp Abil: Master gains CMB/D +1 comp, Sns Mtv +2 comp. At higher familiar granting class levels it confers more; learn & scribe bloodhound:T2 spell (for free) at the appropriate level; 6th gain Handle Animal as a class skill usable on canidae only (coyote, culpeo, dhole(cuon), dingo, dog, fox, jackal, raccoon dog, wolf); 11th CMB/D +2 comp, Sns Mtv +4 comp; 16th gain Dog Whisperer (see Horse Whisperer but targeting canidae).
Beg (Ex): has learned how to appeal to a specific type (hmnd human) gaining Bluff +4 comp to obtain food & water, shelter, and companionship. May roll Bluff as if trained in the skill against its chosen creature type but only gains the bonus vs a target species/race.
Scent(Ex): can detect creature type by sense of smell within range, twice if upwind, and half if downwind. Strong scents can be detected at twice the range. Overpowering scents, such as stench, can be detected at three times the ranges and you suffer a -2 penalty to saves when facing an opponent with stench.
You can detect another creature’s presence but not its specific location for targeting. Noting the direction of the scent is a move actn. If you move within 5 feet (an adjacent square for med sz creatures) you can determine the square the source occupies, even if it cannot be seen.
With the Survival skill and the scent ability you can follow tracks by smell, making a (untrained) Survival check to find or follow a track. The typical DC for a fresh trail is 10 and the DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. The DC increases by 2 for each hour the the trail ages, see Survival. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Creatures with Scent gain Prcp +8 comp to detect a scent and can identify familiar odors.
Water and running water ruin a trail for air-breathing creatures. Water-breathing creatures can track in water but not on land.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.
Equipment & Gear: n/a.
ECOLOGY
Environment near settlements.
Organization solitary or within pack.
Treasure likely a partially charged wand of first level 200gp, 200gp in lost small jewelry or coins.
Description: Canisum hounds are typified by smart faithful large dogs with a mix of temperaments such as; belgian tervuren, belgian sheepdog, cane corso, doberman pinscher, german shepherd, golden retriever, great pyrenees, labrador retriever, rottweiller, weimaraner. Choose a look that satisfies your tastes using the mechanical description above. Canisum hounds live 15-22 years as a pet but 50 as an animal familiar.
Canisum occur in the regular breeds and develop an affinity to magic and superior intellect by 3-4 years of age, much like humans by 12-16, but remain an animal type so it is difficult to distinguish them just by looks from a normal dog. Good masters will provide a suitable bed, meals, outdoor space, companionship and rewarding interactions.
Tactics: predatory sequence(orient, eye, stalk, chase, grab-bite, kill-bite, dissect, consume).
by Azothath
= = =
this is another example of a higher CR animal familiar rather than an Improved Familiar (which should have some SLAs and/or magic item use and possibly casting ability). Notice CR≤CL-2 and as a dire wolf equivalent it is a real upgrade.
I add HD rank in survival to animals as it seems unfair as that's what they do...
I add scaling familiar abilities as the RAW ones are sub-par.
If you notice I get a bit more detailed and specific with the abilities. I think this is helpful for GMs and curbs a lot of questions due to the generic briefness in most descriptions.
| Azothath |
Azothath's Homebrew
Familiars
→ Flamingo CR:0.33 (Familiar)
→ Spider-rat CR:2 (Familiar CL 4+)
PC Races
→ PC species: Yatagarasu, 3-legged crow human (shapechanger) CR:1