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In some cases, a powerful stimulus (such as a Squirrel darting through the dungeon) may test the limits of a War Dogs training. In such a scenario, roll a Morale Check (2d6+CHA, verse target number 8*) to determine if you retain control of your War Dog. Control may be reestablished in the first round in which the Handler succeeds in a Morale Check. War Dogs are equipped with barding and saddlebags. Barding is free, and is considered to be the best available by level (though magical barding might exist). Saddlebags may hold the equivalent of 5 encumbering items. War Dogs receive 25% of their Handlers Combat Experience. If you choose to do so, you may pay gold in order to further train your War dog. War Dog (Small Canine) Hit Dice: 2d6+2 Movement: 180 (60) Armor Class: 12 (Leather Barding) Save: As Fighter 1 Attacks: 1 Bite (+1 to hit, 1d6) Morale: 8 Special Abilities: Handler: War Dogs without a handler (Owner/Master/etc.) become listless and dangerous. Morale becomes 6 and the War Dog acts as if under the effects of Confusion (Combat Only) Scary: War Dogs cause fear in Human, Demi-human and Humanoid opponents. Such opponents suffer a -1 penalty to Morale Checks Scent: War Dogs may detect approaching enemies, sniff out hidden foes, and track by sense of smell. As Hear Noise at equivalent Thief Level Small: Because they are size small, War Dogs receive a +2 bonus to Armor Class when attacked by creatures greater than man-sized
Level 1 2 3 4 5 6 7 8 9
War Dog Progression Hit Dice Attack Bonus Armor Class 2d6+2 +1 12 2d6+4 +1 12 2d6+6 +1 12 2d6+5 +2 13 2d6+10 +2 13 2d6+12 +3 13 2d6+14 +3 14 2d6+16 +3 14 2d6+18 +4 14
Saving Throw Fighter 1 Fighter 1 Fighter 2 Fighter 2 Fighter 2 Fighter 3 Fighter 3 Fighter 4 Fighter 4