War Dogs


Dang, and I have my resolution as low as it will go. I broke my glasses at work last week and can't get an Optometry appointment at the VA until early May, Bleh. Thanks (and I bet I buy two pairs this time, lol)

I'd say use Handle animal on some Dire Wolf pups.
Now that I will have to check into. Dire Wolves would seem to fit in a constantly snowy, hidden mountain valley, but may prove to be too powerful and the halflings only need a medium size animal to ride.
 

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Dang, and I have my resolution as low as it will go. I broke my glasses at work last week and can't get an Optometry appointment at the VA until early May, Bleh. Thanks (and I bet I buy two pairs this time, lol)

Now that I will have to check into. Dire Wolves would seem to fit in a constantly snowy, hidden mountain valley, but may prove to be too powerful and the halflings only need a medium size animal to ride.

If you're using any of the standard browsers, hold control and use your mouse wheel to zoom in and out. I also have broken glasses, and it seems to work out just fine for me.
 

If you're looking for a "dog" with some advantages, consider Awakening a Shadow Mastiff (presuming you can deal with the alignment.)

SRD said:
SHADOW MASTIFF
Medium Outsider (Extraplanar)
Hit Dice: 4d8+12 (30 hp)
Initiative: +5
Speed: 50 ft. (10 squares)
Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +4/+7
Attack: Bite +7 melee (1d6+4)
Full Attack: Bite +7 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bay, trip
Special Qualities: Darkvision 60 ft., shadow blend, scent
Saves: Fort +7, Ref +5, Will +5
Abilities: Str 17, Dex 13, Con 17, Int 4, Wis 12, Cha 13
Skills: Hide +8, Listen +8, Move Silently +8, Spot +8, Survival +8*
Feats: Dodge, Improved Initiative, TrackB
Environment: Plane of Shadow
Organization: Solitary, pair, or pack (5–12)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral evil
Advancement: 5–6 HD (Medium); 7–12 HD (Large)
Level Adjustment: +3 (cohort)
This creature has the body of a large dog, with a smooth black coat and a mouth full of sharp teeth.
A shadow mastiff is slightly more than 2 feet high at the shoulder and weighs about 200 pounds.
Shadow mastiffs cannot speak, but they understand Common.
COMBAT
Shadow mastiffs prefer fighting in shadows or dark conditions, which gives them a great advantage.
If a magical light source negates the shadows around them, shadow mastiffs are cunning enough to either move out of the light or back off and break up the opposition with their baying. They have been known to seize and carry off items enspelled with daylight spells.
Bay (Su): When a shadow mastiff howls or barks, all creatures except evil outsiders within a 300-foot spread must succeed on a DC 13 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same mastiff ’s bay for 24 hours. The save DC is Charisma-based.
Trip (Ex): A shadow mastiff that hits with its bite attack can attempt to trip the opponent as a free action (+3 check modifier) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the shadow mastiff.
Shadow Blend (Su): In any condition of illumination other than full daylight, a shadow mastiff can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability.
A daylight spell, however, will.
Skills: *A shadow mastiff has a +4 racial bonus on Survival checks when tracking by scent.
Note the remark in the Character Adjustment section, suggesting that they are acceptable as Cohorts.

Now the idea of Awaken, applied to an Outsider may be problematic, in that it specifically applies to animals or plants. Consult with your DM on this, since it's definitely an "off label" usage of the spell.

But the spell grants +2 Hd, Intelligence and, presumably, the ability to advance class levels. The Shadow Blend ability is in many ways better than Invisibility, and makes this guy a real ripper terror. A collar of Magic Fang and some barding or Mage Armor can do a lot to help, of course.

Consider a Helm of Opposite Alignment for the hound, if the "Always neutral evil" issue becomes a problem.
 

If you're looking for a "dog" with some advantages, consider Awakening a Shadow Mastiff (presuming you can deal with the alignment.)


Note the remark in the Character Adjustment section, suggesting that they are acceptable as Cohorts.

Now the idea of Awaken, applied to an Outsider may be problematic, in that it specifically applies to animals or plants. Consult with your DM on this, since it's definitely an "off label" usage of the spell.

But the spell grants +2 Hd, Intelligence and, presumably, the ability to advance class levels. The Shadow Blend ability is in many ways better than Invisibility, and makes this guy a real ripper terror. A collar of Magic Fang and some barding or Mage Armor can do a lot to help, of course.

Consider a Helm of Opposite Alignment for the hound, if the "Always neutral evil" issue becomes a problem.

Seriously? You think a shadow mastiff would put up with being ridden and not eat you the first chance it got? The critter is naturally evil, awakening is not going to improve its disposition...
 

[MENTION=97602]Sekhmet[/MENTION]: All these years (1987) using computers for work and play and I never got that one. Just goes to show you can teach 54 year old dogs new tricks.

[MENTION=6669384]Greenfield[/MENTION]: I'll pass but thanks for the info.

Looks like using the warbeast template is out as well, guess I'll just stick with giving them a level of either Barbarian or Fighter.

Hmmm... Giving them a class level.... Perhaps I should just create a new creature, heck I am basically creating a new race in the snow barbs so why not.

Ah, just what I need, more reading, lol.
 

If you're looking for a "dog" with some advantages, consider Awakening a Shadow Mastiff (presuming you can deal with the alignment.)


Note the remark in the Character Adjustment section, suggesting that they are acceptable as Cohorts.

Now the idea of Awaken, applied to an Outsider may be problematic, in that it specifically applies to animals or plants. Consult with your DM on this, since it's definitely an "off label" usage of the spell.

But the spell grants +2 Hd, Intelligence and, presumably, the ability to advance class levels. The Shadow Blend ability is in many ways better than Invisibility, and makes this guy a real ripper terror. A collar of Magic Fang and some barding or Mage Armor can do a lot to help, of course.

Consider a Helm of Opposite Alignment for the hound, if the "Always neutral evil" issue becomes a problem.

Seriously? You think a shadow mastiff would put up with being ridden and not eat you the first chance it got? The critter is naturally evil, awakening is not going to improve its disposition...
 

Seriously? You think a shadow mastiff would put up with being ridden and not eat you the first chance it got? The critter is naturally evil, awakening is not going to improve its disposition...

True, and why he should cast Bestow Curse(preferred Alignment) upon it. Its an atypical application which equal to (if not less powerful) than the three example curses so might be DM-approved.
 


Monster Manual III Battle Titan.
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Or any dinosaur of one size category larger then you. Fleshrakers make great mounts. I'm assuming you're small sized.

I did mention Rust Monsters, Right?
 
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