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Canin, Giant (3.5e Race)

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|specialtype9=Ex
|specialtext10= While Canin are bipeds, when Tracking by Scent, they can, as a move action that provokes an attack of opportunity, crouch down and use their hands to walk Intelligence Modifier on all fours so that they can keep their noses as close to the ground (and the scent they are following) as possible. While on all foursSpot, Listen, their Base Speed increases by 10 and they gain a +2 Circumstance Bonus on Survival checks as long as they are tracking by scent. However, they cannot hold any weapons while in this position and are considered one size category smaller for the purposes of vertical reach. They also cannot go into this position while wearing Medium or Heavy Armor, although Light Armor is generally flexible enough to allow it. Canin can remain in this position for a number of minutes equal to instead their HD+Con Modifier. After which, they must return to a standing position, which they can do as a move action, for 20-Con Wisdom Modifier Minutes.|special10=Quadrupedal TrackingIntellectual Sensory
|specialtype10=Ex
|specialtext11=Canin use their Intelligence Modifier on Spot, Listen, and Survival checks instead of their Wisdom Modifier.on Will Saves|special11=Intellectual SensorySmart Wits
|specialtype11=Ex
|specialtext12=Smart as they are, Canin use are known for their Intelligence Modifier instead lack of common sense. They have a tendency to do something without thinking things through, including things that most people would not do out of simple common sense. Examples include picking a fight with a creature significantly bigger and stronger than yourself (adventurers don’t count since that’s part of their job), tasting a strange looking food-like object in the middle of a dungeon, testing a trap discovered by the Rogue to see what it does, etc. Whenever a Canin has the urge to do something that is considered by most to be a bad idea by common sense, they must make a Will Save (DC 15 +1 per round that they remain in the area with the temptation still around) to resist. If the save fails, they must do whatever it is that they want to do. Only being physically restrained by their companions will prevent the action, allowing for another save to resist the urge. When STUPID DOG! comes into play, Smart Wits does not apply and they roll the Save using their Wisdom Modifier on Will Savesas normal|special12=Smart WitsSTUPID DOG!
|specialtype12=Ex
 
|specialtext13= Smart as they are, Canin are known for their lack of common sense. They have a tendency to do something without thinking things through, including things that most people would not do out of simple common sense. Examples include picking a fight with a creature significantly bigger and stronger than yourself (adventurers don’t count since that’s part of their job), tasting a strange looking food-like object in the middle of a dungeon, testing a trap discovered by the Rogue to see what it does, etc. Whenever a Canin has the urge to do something that is considered by most to be a bad idea by common sense, they must make a Will Save (DC 15 +1 per round that they remain in the area with the temptation still around) to resist. If the save fails, they must do whatever it is that they want to do. Only being physically restrained by their companions will prevent the action, allowing for another save to resist the urge. When STUPID DOG! comes into play, Smart Wits does not apply and they roll the Save using their Wisdom Modifier as normal
|special13=STUPID DOG!
|specialtype13=Ex
 
|specialtext14= Canin are perceptive creatures and can easily notice potential danger. 3/day, when they see, hear, or smell trouble, they will, much like their canine cousins, bark, growl, and shout warnings to alert their companions. This ability acts as a Warning Shout spell (Spell Compendium page 236)
|special14=Watch Dog's Bark
|specialtype14=Su
 
|specialtext15=Please Note That This Is Entirely Optional. Use or Ignore As You See Fit.''' Canin are extremely diverse and can be divided into different groups, specializing in different tasks or features within the community. Some of the groups even have subgroups, dividing the tasks among different factions. The Breed Groups are the Exterminators, Herders, Hounds, Jack of All Trades, Sporting, Social, and Workers.
 
 
 
'''Exterminators''':
The Exterminators play a vital role in society: they get rid of vermin. Most Exterminators are Canin of the Terrier variety. As such, they are feisty, highly energetic creatures. Most of them are fairly small, being comprised mainly of Miniature and one or two Toy Breeds, but there is one Standard Breed as well. Terriers have little patience for other creatures, except humanoids, including other Canin. They are scrappy and ready for action and have no problem picking fights with creatures bigger than themselves. Exterminators not only hunt for vermin, but they will dig into and enter the tunnels, confronting them inside their own burrows. Exterminators gain a +4 Racial Bonus on Knowledge (Nature) and Search checks; a +2 Innate Bonus on Spot, Listen, and Survival checks; Iron Will and Tireless (ignoring the Racial prerequisites) as Bonus Feats: a Burrow Speed of 15; and Favored Enemy (Vermin) even if not a Ranger. If they do take Ranger, they gain it as a Bonus Favored Enemy. Exterminators gain Ranger as a Bonus Favored Class
 
Breeds that are considered Exterminators include Affenpinscher, Brussels Griffon, Miniature Pinscher, and the vast majority of the Terrier group, except for the Yorkshire Terrier and a few other Toys.
 
 
 
'''Herders''':
Herders have a reputation as control freaks. Herders do exactly what their name suggests: Herding. They make a living as shepherds, cattle herders, or general livestock herders. They all possess the remarkable ability to control the movements of other animals, keeping them contained and moving them where they want them to go. The instinct to herd is so strong in these Canin that even those who do not make a living as herders will try to herd just about anything they can. This includes other peoples pets and their own friends. Herders are highly intelligent and have excellent stamina. They gain a +2 Charisma; a +6 Racial Bonus on Handle Animal and Profession (Shepherd), Profession (Cattle Driver), or Profession (Livestock Wrangler) checks; a +4 Racial Bonus on Intimidate checks; Animal Affinity and Skill Focus (Handle Animal) as Bonus Feats. They add Ranger and Druid as Bonus Favored Classes
 
Breeds that are considered Herders include the Australian Cattle Dog (AKA Blue Heeler), Australian Shepherd, Border Collie, Old English Sheepdog, Pembroke Welsh Corgi, Rough Collie, and Shetland Sheepdog, just to name a few.
 
 
 
'''Hounds''':
Hounds are natural hunters specializing in small game. There are two different types of hounds: Scent Hounds and Sighthounds. Scent Hounds have an exceptionally strong sense of smell, even among the Canin, and track their prey by following its scent trail. They could be on this trail for days. Sighthounds have an exceptionally acute sense of sight and are the fastest of the Canin. They have phenomenal stamina and relentlessly chase and run down their quarry. Not all hounds fit into either of these groups. Some use sight and scent equally and thus are not considered either. Hounds gain a +4 Innate Bonus on Spot, Listen, and Survival checks; a +4 Racial Bonus on Knowledge (Nature) and Search checks; Alertness and Track as Bonus Feats; Baying: A bay is a loud deep throated noise that is like a cross between a bark and a howl. Hounds, mostly Scent Hounds and uncategorized hounds (Sighthounds don’t use it), will continuously bay while hunting and on a trail. It is a communication method for the hounds’ companions to keep track of where the Canin is, since hounds tend to follow a trail single-mindedly and leave everyone else behind. When a hound bays, his companions (and any other creatures in the area) can make a Listen check at a +15 Circumstance Bonus. If the check succeeds, they know exactly how far ahead the hound is and where he is going, making it easier for them to catch up. Hounds also gain a Favored Enemy of their choice, as long as it is some kind of animal, magical beast, or dragon that they are hunting (example: Rhodesian Ridgebacks get Favored Enemy: Lion), even if they are not a Ranger. If they do take Ranger, they get it as a Bonus Favored Enemy. Hounds add Ranger as a Bonus Favored Class.
-'''Scent Hounds''': See [[Canin Scent Hound (3.5e Template)]] for details
-'''Sighthounds''': See [[Canin Sighthound (3.5e Template)]] for details
 
Breeds considered Hounds include the Bloodhound, Basset Hound, Greyhound, Italian Greyhound, Whippet, Afghan Hound (pretty much any breed with Hound in the name), and Rhodesian Ridgeback, among others.
 
 
 
'''Jack of All Trades''':
As the name suggests, Jack of All Trades Canin are not specialists and do not fit neatly into any of the other categories. While not every breed can actually do everything, most of them can do at least three of the others if not more. Hunting (although none of the Jacks would qualify as hounds), working, rescuing, and herding are the most common combinations. Jack of All Trades Canin gain a +2 Racial Bonus on every skill, even if it is not a class skill and, appropriately enough, Jack of All Trades as a Bonus Feat. They add Factotum as a Bonus Favored Class.
 
Breeds that are considered to be Jacks of All Trades include the American Eskimo (all sizes), Bulldog, Dalmation, Standard Poodle, Shiba Inu, and Tibetan Terrier
 
 
'''Social:'''
The Social Canin are the friendliest of the race. They are sociable, great entertainers, and highly energetic. They are comprised mainly of the Toy and Miniature Breeds, so they are not big creatures. However, what they lack in size, they more than make up for with big personalities. Social Canin are larger than life individuals who greatly enjoy spending time with humanoids, even more so than the other Canin. Social Canin can be divided into three subgroups: Companions, Courtiers/Socialites, and Entertainers. Companions are the socialites of the commoners (social class, not necessarily strictly the class). While they have nothing against the nobility, they feel far more comfortable and at home around everyday people. They greatly enjoy spending time with peasants, laborers, merchants, etc. Courtiers/Socialites are the high society Canin, spending time socializing with the nobility and serving in royal courts. Entertainers bridge the gap between these groups. Everybody needs entertainment and the Entertainer Canin are comfortable with people regardless of social class. Entertainers are often minstrels, comedians, circus performers, etc. Social Canin gain a +2 Charisma; a +2 Racial Bonus on Bluff, Diplomacy, Profession, and Sense Motive checks; Negotiator, Persuasive, and Skill Focus (Diplomacy) as Bonus Feats
 
Breeds that are Considered to be Social Canin include the Bichon Frise, Cavalier King Charles Spaniel, Chihuahua, Chinese Crested, Havanese, Japanese Chin, Maltese, Papillon, Pekingese, Pomeranian, Pug, Shih Tzu, and Yorkie, among others.
 
 
'''-Companions''': Companions are the best friend of the common folk. They hand out with them and listen to their troubles, doing anything they can to help cheer up someone who is feeling down. They often work the same jobs as commoners or peasants, sharing in their troubles as well. They will go adventuring as well, usually if one of their friends goes. Companions gain a +2 Racial Bonus on Handle Animal, Knowledge (Geography), Knowledge (Local), and Ride checks
 
While any breed except the Pekingese can be a Companion Canin, Chihuahuas, Chinese Cresteds, Cavalier King Charles Spaniel, and Pugs are the most common.
 
 
'''-Courtiers/Socialites''': Courtiers/Socialites prefer the company of the upper crust of society. They rub elbows with nobles and royalty, often employed in a royal court or are just minor nobles themselves. Courtiers/Socialites always get Knowledge (Nobility and Royalty) as a Class Skill; gain a +2 Racial Bonus on Appraise, Gather Information, Knowledge (History), and Knowledge (Nobility and Royalty) checks; and Education and Skill Focus (Knowledge: Nobility and Royalty) as Bonus Feats. They add Knight and Noble (any version) a Bonus Favored Classes
 
While any breed can be a Courtier/Socialite, the Pekingese is the most common. In fact, the Pekingese will only ever be a Courtier/Socialite. Other breeds that are commonly Courtiers/Socialites include the Cavalier King Charles Spaniel (they actually go either way on the social ladder), Shih Tzu, Toy Poodle, Minature Poodle, and Yorkshire Terrier
 
 
'''-Entertainers''': Entertainers mingle with both common folk and the nobility, since everyone needs entertainment. They are very friendly and love to show off. They are in entertainment by trade as well and their jobs can include minstrels, comedians, circus performers, stage actors, acrobats, jugglers, jesters, and stage magicians, among others. Entertainers are fairly athletic, but are often far more agile, preferring Dexterity over Strength. Entertainers alway get Perform as a Class Skill; gain a +2 Racial Bonus on Balance, Climb, Gather Information, Jump, Knowledge (Local), Knowledge (Nobility and Royalty), Perform, Sleight of Hand, and Tumble checks; Agile Athlete and Skill Focus (Perform) as Bonus Feats; and Versatile Performer at 3rd level (if they meet the prerequisites). They gain Bard, Jester, and Swashbuckler as Bonus Favored Classes
 
While any breed, except the Pekingese, can be an Entertainer, the Havanese, Boston Terrier, French Bulldog, Japanese Chin, Maltese, and Pomeranian are the most common.
 
 
'''Sporting''':
Sporting Canin are natural hunters, specializing in bird hunting. Their main job is locating whatever it is they are hunting, informing their hunting partner of its location, and retrieving it after it has been slain (if no actual dogs are around). Sporting Canin are very high energy, extremely athletic, intelligent, and strong. They require vigorous exercise on at least a daily basis in order to remain content. Sporters, as some call them, love the water and greatly enjoy swimming. Sporters gain a +6 Racial Bonus on Swim checks; a +4 Racial Bonus on Climb and Jump checks; a +2 Racial Bonus on Knowledge (Geography), Knowledge (Nature), Move Silently, and Search checks; Self-Sufficient and Stealthy as Bonus Feats; a Swim Speed of 10; and Favored Enemy (Birds) even if not a Ranger. If they do take Ranger, they gain it as a Bonus Favored Enemy.
 
Breeds that are considered Sporting include the Cocker Spaniel, Springer Spaniel, Irish Setter, Golden Retriever, Labrador Retriever, German Shorthaired Pointer, Vizsla, and Weimaraner, among others
 
 
 
'''Workers''':
Workers, as the name suggests, are the hard labor/working members of the Canin. Worker covers a large number of different jobs including Big Game Hunters, Couriers, Farmers, Guardians, Manual Laborers, Rescuers, Sledders (or Sled Drivers), and Warriors/Military. A few can be further divided into specializations. Big Game Hunters are hunting breeds that specialize in hunting larger animals, such as wild boar, bear, etc. Big Game Hunters can even target Magical Beasts or Dragons if they really wanted a challenge. Guardians can specialize in Bodyguard/Property Guardian, City Guard/Law Enforcement, and Livestock Guardians, among others. Rescuers have a variety of specializations including Aquatic/Seafaring Specialists, Cold Climate Specialists, Desert Specialist, Mountaineers (which generally crosses over with Cold Climate Specialist, but not necessarily the other way around), Urban Disaster Rescuer, and Woodlands Specialist. Sledders/Sled Drivers live or come from far northern areas where a sled pulled by a team of dogs is the best method of transport, although some have been known to move farther south. They can be doing a number of different things, including hauling/delivering cargo, food, goods, medicine, etc; racing against other sledders, assisting or even double specializing with Cold Climate Specialists, etc. Sledders generally use a sled dog team in which the members are of a breed that corresponds to the Sledder’s own breed. Warriors are the military and combat experts. Workers can work a wide variety of other jobs as well. Worker Canin are mainly members of the Standard, Large, and some Giant Breeds (although a few Miniatures are considered Workers as well) and are often big and quite strong. They are often quite intelligent as well. Workers add an additional +2 Strength and -2 Dexterity to their Attribute Bonuses at character creation. They gain a +4 Racial Bonus to Intimidate, Knowledge (Architecture and Engineering), and Profession checks and Great Fortitude and Iron Will as Bonus Feats.
 
'''-Big Game Hunter:''' Big Game Hunters, as the job suggests, hunt large game, generally wild boar, bear, deer, etc. They differ from the other hunters in that Terriers specialize in vermin, Sporting Canin specialize in birds, and Hounds specialize in small game, such as rabbits or foxes. While they love the thrill of the hunt, they don’t hunt strictly for fun. Rather it’s their job. They are hunting for food or they have been hired to hunt down a large animal, generally a predator, that has become a problem in the area. They are not above taking trophies from their kills (and proof of the beast’s death is often required for payment in the case of the problem predator) and take great pride in their collections. Big Game Hunters gain a +4 Innate Bonus on Spot, Listen, and Survival checks; a +2 Racial Bonus on Gather Information and Search checks; Trophy Collector as a Bonus Feat at 3rd level (assuming they meet the prerequisites); and a Favored Enemy of their choice as long as it is a big animal, magical beast, or dragon. They gain this even if they are not a Ranger. If they do take Ranger, they gain it as a Bonus Favored Enemy. Big Game Hunters add Ranger as a Bonus Favored Class
 
'''-Guardian:''' Guardians have the job of guarding something. They could be protecting people and/or personal property, serving in law enforcement, guarding livestock, or, in the very specific case of the Lhasa Apso, serve as guards for mountaintop monasteries. Guardian Canin are naturally suspicious of strangers until the stranger proves that they are not a threat or their employer welcomes them. Guardians gain Listen and Spot as Class Feats; a +4 Innate Bonus on Spot and Listen checks; a +4 Racial Bonus on Sense Motive Checks; Improved Initiative and Indomitable Soul as Bonus Feats; gain a +2 Bonus on saving throws against Charm/Compulsion; and a +1 Level Adjustment. They add Fighter as a Bonus Favored Class
'''-Bodyguards/Property Guardians:''' Bodyguards/Property Guardians are hired by an individual or a group of individuals, often nobility or royalty, to protect them and their property from harm. They stay as close to their charges as possible, keeping a sharp eye out for danger. If their charge happens to be an adventurer, the Bodyguard will accompany them, with the Property Guardian accompanying their employer if the item they are protecting is taken along. They will protect their charges with their lives, throwing themselves in front of an incoming attack and taking the damage themselves. Bodyguards/Property Guardians gain a +4 Innate Bonus to Spot and Listen checks; a +4 Racial Bonus on Bluff and Sense Motive checks; gain a +2 Bonus to Saving Throws against Charm/Compulsion; and Take One for the Team: When the Bodyguard’s charge is subject to an attack and the bodyguard is aware of it and within 10 feet of his charge, he can make a Reflex Save (DC at DM’s discretion) to intercept the attack. If successful, he throws himself in front of his charge, forcefully changing the attacker’s target to himself. The attack is now subject to the Bodyguard’s AC. Bodyguards/Property Guardians gain Knight as a Bonus Favored Class
'''-City Guard/Law Enforcement''': This one is pretty self explanatory as to what they do. City Guards/Law Enforcement are in charge of keeping the peace in an urban environment. They are constantly on the lookout for criminals and chase down perpetrators to bring them to justice, sometimes ruthlessly. They are also in charge of the jails in which they imprison those they arrest. City Guard/Law Enforcement gain a +4 Innate Bonus on Spot and Listen checks; a +2 Racial Bonus on Diplomacy, Gather Information, Intimidate, and Search checks; Investigator, Negotiator, and Persuasive as Bonus Feats; and gain a +2 Racial Bonus on Saving Throws against Charm/Compulsion
'''-Livestock Guardians''': Livestock Guardians spend their time out in the pastures with sheep, cows, and other various livestock. Unlike the Herders though, they don’t herd the livestock. They simply sit and watch, intent on keeping whatever animals they are guarding safe from predators. Most will only scare and chase away predators, killing them only if necessary. Livestock Guardians gain a +4 Innate Bonus on Spot and Listen checks; a +4 Racial Bonus on Bluff checks; Skill Focus (Spot) and Skill Focus (Intimidate) as Bonus Feats; and a Favored Enemy of their choice as long as it is some kind of predatory animal, magical beast, or dragon that typically preys on livestock. They gain this even if they are not a Ranger. If they do take Ranger, they gain it as a Bonus Favored Enemy.
 
'''-Rescuers''': Rescuers are involved in Search and Rescue missions, tasked with locating and rescuing people who have gotten lost in the wilds. Rescuers can go for days searching without rest and will stop at nothing to find the ones they are looking for. Rescuers gain a +4 Innate Bonus on Spot, Listen, and Survival checks; a +4 Racial Bonus on Gather Information, Heal, Knowledge (Local), Knowledge (Nature), and Search checks; Self-Sufficient and Track as Bonus Feats; and a +1 Level Adjustment. Rescuers gain Ranger as a Bonus Favored Class
'''-Aquatic/Seafaring Specialists''': Aquatic/Seafaring Specialists are Canin who specialize in rescuing people lost at sea, shipwrecked, or in any other kind of danger involving a large body of water. They are strong swimmers and can even fend off aquatic enemies to protect the one they are rescuing. Aquatic/Seafaring Specialists gain a +4 Racial Bonus to Swim checks; Expert Swimmer and Swim-By Attack as Bonus Feats; and a Swim Speed of 30 (20+ 10 from Expert Swimmer)
'''-Cold Climate Specialists''': Cold Climate Specialists live and work in the frozen wastes of the North. They are experts in tracking people through snow covered ground and heavy snowfall. Cold Climate Specialists gain a +4 Circumstance Bonus on Survival checks when tracking by scent in the snow; and Cold Endurance and Snow-Blind-Fight (Blind-Fight, but only works in heavy snowfall or blizzards) as Bonus Feats
'''-Desert Specialists:''' Desert Specialists are the opposite of Cold Climate Specialists. They thrive in a desert environment and excel at tracking down and rescuing people who have gotten lost there. Desert Specialists gain a +4 Innate Bonus on Survival checks when tracking by scent through a desert; a +4 Racial Bonus on Heal and Knowledge (Nature) checks; a +6 Racial Bonus on Search checks for locating water sources in the desert; Self-Sufficient and Heat Endurance as Bonus Feats; and a +4 Bonus on Will Saves for Disbelieving mirages
'''-Mountaineers:''' Mountaineers live and work high in the mountains. They specialize in rescuing people who have been caught in landslides and avalanches, have fallen from a cliff and gotten severely injured, or are just lost in general. Mountaineers gain a +4 Innate Bonus on Climb, Jump, Search, and Survival checks; Athletic, Acrobatic, and Leap of the Heavens; Acclimated and Mountain Movement (see Goliath description in Races of Stone page 56) as Racial Features; and all of the bonuses of Cold Climate Specialists. Due to living at such high altitudes, Mountaineers are always Cold Climate Specialists as well, but Cold Climate Specialists are not always Mountaineers. Mountaineers gain a +2 Level Adjustment.
 
Breeds that often serve as Rescuers include the St. Bernard and Newfoundland, among others
 
 
'''-Sledders:''' Sledders lead a team of sled dogs to transport goods or race across the frozen wastes. They are just at home in these climates at the Cold Climate Specialist Rescuers and often assist them on rescue missions. When a Cold Weather Specialist locates a missing person, it is the Sledder who takes them back to civilization. Sledders gain a +4 Racial Bonus to Handle Animal, Heal, Ride, and Survival checks and Animal Affinity, Cold Endurance and Snow-Blind-Fight (Blind-Fight, but only works in heavy snowfall or blizzards) as Bonus Feats
 
 
Breeds considered to be Workers include the Akita, Alaskan Malamute, Anatolian Shepherd, Bernese Mountain Dog, Boxer, Chow Chow, Doberman, Great Dane, Great Pyrenees, Lhasa Apso, Mastiff, Newfoundland, Rottweiler, Schipperke, St. Bernard, Siberian Husky, and Standard Schnauzer among others. Although most breeds specialize in a certain job, many can do a large number of the jobs involved. Unless your chosen breed is specifically specialized for one task, pick one of the listed jobs (or even unlisted, such as Manual Labor).
 
|special15=Breed Groups
|specialtype15=Ex
 
|specialtext16=While most any trait can be applied to Canin, if you're using traits, there are some that work especially well.
[[Adorable (3.5e Trait)]], [[Curious (3.5e Trait)]], [[Feral (3.5e Trait)]], and [[Hairless (3.5e Trait)]] are some of the most appropriate
|special16=Optional Traits
|specialtype16=Ex
 
 
|bonuslanguage=Any
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