porthos
Community Supporter
There are two parts to this question.
1) Am I interpreting dogs correctly?
2) Am I allowing too powerful of a familiar?
My 1st level players nearly bought the farm when attacked by some dogs. Specifically, the "Riding dogs" from the MM. Smart players that they are, they immediately sought to buy "fighting" dogs when they had the funds, seeing how effective they were.
Basically, I took at look at the trick package for a guard dog vs. a riding dog, the Handle Animal skill, and the "Combat Riding" package. I determined that each trick adds 25gp (and a week of training) to the cost of a dog.
The "dog, guard" off the equipment list knows the "Guard" trick and is 25 gp.
The "dog, riding" off the equipment list knows the "Combat Riding" package and is 150 gp.
So, if players wanted to purchase a "dog, fighting" they could do so for. The "Fighting" package consists of three tricks, thereby costing 75gp. One PC wanted a “Hunting” dog (six tricks), which I priced at 150 gp.
They were in a large enough city to support the cost. And one nasty enough to have fighting dogs at hand for sport or to attack low-level adventurers.
In order to control these animals, they must succeed on a DC 10 Handle Animal check. Handling the animal is a move action, as per the skill description.
Which brings us to question 1: Am I creating reasonable “fighting” and “hunting” dogs that are balanced and fair by the rules?
If so, let us more on to #2…
One of my players is a wizard. He is interested in making his dog his familiar at some point. He is somewhat attached to the dog now (they’re almost 3rd level), so I don’t see it as some sort of munchkin thing.
If I do this, I want to come up with a special ability that makes sense and isn’t broken. But I’m also concerned that as a base animal, this dog might be too powerful compared to other familiars. As the wizard levels, he’ll have a pretty useful familiar (six hunting tricks + familiar goodies) that can do decent damage (1d6+3), has low-light vision and scent, and starts with a 17 AC.
I understand the drawbacks of having your familiar killed will temper his desire to send his dog into combat, but:
Question 2: Is this too powerful of a familiar?
1) Am I interpreting dogs correctly?
2) Am I allowing too powerful of a familiar?
My 1st level players nearly bought the farm when attacked by some dogs. Specifically, the "Riding dogs" from the MM. Smart players that they are, they immediately sought to buy "fighting" dogs when they had the funds, seeing how effective they were.
Basically, I took at look at the trick package for a guard dog vs. a riding dog, the Handle Animal skill, and the "Combat Riding" package. I determined that each trick adds 25gp (and a week of training) to the cost of a dog.
The "dog, guard" off the equipment list knows the "Guard" trick and is 25 gp.
The "dog, riding" off the equipment list knows the "Combat Riding" package and is 150 gp.
So, if players wanted to purchase a "dog, fighting" they could do so for. The "Fighting" package consists of three tricks, thereby costing 75gp. One PC wanted a “Hunting” dog (six tricks), which I priced at 150 gp.
They were in a large enough city to support the cost. And one nasty enough to have fighting dogs at hand for sport or to attack low-level adventurers.

In order to control these animals, they must succeed on a DC 10 Handle Animal check. Handling the animal is a move action, as per the skill description.
Which brings us to question 1: Am I creating reasonable “fighting” and “hunting” dogs that are balanced and fair by the rules?
If so, let us more on to #2…
One of my players is a wizard. He is interested in making his dog his familiar at some point. He is somewhat attached to the dog now (they’re almost 3rd level), so I don’t see it as some sort of munchkin thing.
If I do this, I want to come up with a special ability that makes sense and isn’t broken. But I’m also concerned that as a base animal, this dog might be too powerful compared to other familiars. As the wizard levels, he’ll have a pretty useful familiar (six hunting tricks + familiar goodies) that can do decent damage (1d6+3), has low-light vision and scent, and starts with a 17 AC.
I understand the drawbacks of having your familiar killed will temper his desire to send his dog into combat, but:
Question 2: Is this too powerful of a familiar?