Canine NPCs

Ability Traits

All canine NPCs (CNPCs) possess 4 attribute traits that are determined by the DM via a 1d10 roll at character creation. These traits can be modified by the dog's type and modify its abilities in turn. The four traits are listed below:

  • Intelligence
  • Loyalty
  • Aggressiveness
  • Strength
Trait checks for a CNPC are done using a 1d12 with success being a result equal to or less than the trait score. Unlike regular NPCs, CNPCs do not roll for Morale but rather "resist instincts" via an Aggressiveness check. However, a successful Loyalty check will allow the dog to stay in proximity of its master. Unless the dog has acquired Improved Resist Instincts, these rolls are made with a -5 penalty. A resist instincts check is called for anytime a dog must perform an action that is against its nature, such as being submersed in water or jumping through flame.

Dog Type

The various breeds present in Tel are all classified into one of five broad types.

Companion

Companion dogs have not been bred for a specific purpose other than companionship. Companion dogs vary greatly by size and shape. This type adds a +2 bonus to Loyalty. The Balasic lapdog of the ancient Nar is an example of a companion breed.

Hunting

Dogs bred for hunting are typically neither too small, nor too large, energetic in disposition, and athletic in build. A hunting dog starts play with the Water and Retrieve skills as inborn abilities. They also possess a +1 bonus to Loyalty. The Selenic Katazander is an example of a hunting breed.

Tracking

Tracking dogs can vary greatly in size, however most tend to be neither very small nor large. Extremely adept at the purpose for which they were bred, tracking dogs start play with the Tracking skill as well as a +1 bonus to Intelligence. The Rhenish Hound is an example of a tracking breed, as well as the Khemian Oharis.

War

Dogs bred for sentry and combat are known as war dogs. Their intended purpose requires that these breeds be large and muscular. War dogs starts play with a +2 bonus to their Strength and a +1 to Aggressiveness.

Working

Finally, working dogs are those bred for the protection of livestock or the home. They are quick to learn and always alert. Medium in size and build, these dogs stary play with a +2 bonus to their Intelligence and +1 to their Strength.

The dog types are assumed to represent the characteristics of "purebred" dogs which may range in cost of x2 to x10 times the purchase price of a mongrel. Mongrels can still be trained but do no receive the innate bonuses or skills purebred dogs receive.

Training Skills

A CNPCs possess a number of slots for skills equal to its Intelligence trait, thus a CNPC with an Intelligence of 5 would have five training slots. More complex skills require a greater number of slots. Anyone is capable of training a dog in one initial basic skill, however, only a character with the Animal Training skill may train a CNPC in additional skills. Training requires the character to succeed in an Animal Training check for each desired skill. The initial in-game time it takes for the CNPC to acquire the skill is listed in the skill's description. Training requires a daily investment of 2 to 3 hours, and less time spent training per day will increase the time to acquire the skill. However, spending more time training does not accelerate the duration of training as the animal will experience undue mental and physical fatigue. Training may occur during travel, provided the character notes that the daily investment of time is being spent for that purpose. Training cannot be done under forced march conditions. Multiple skills may be trained simultaneously during this period, with up to 4 Basic or 2 Intermediate skills being taught at the same time. Advanced and Complex skills require the CNPC's full attention and can only be trained one at a time.

List of Training Skills

Basic (1 slot, 1d4+2 training days)

  • Simple Trick: Any common trick such as "shake hands", "come here", "play dead", "speak", etc. designed as a display of the CNPC 's intelligence.
  • Stay: This allows the CNPC to remain in place until recalled by its master. Should something occur that would distract the dog from staying in place, a resist instinct check is rolled with success meaning the dog stays in place. A CNPC will only remain in place for 1 hour afterwhich the dog will return to its normal disposition.

Intermediate ( 1 slot, 1d8+6 training days)

  • Heel: With this skill, the CNPC will remain within a 3 to 5' radius of the master unless ordered to stay by the master's side.
  • Herd Animal: The CNPC is trained to herd animals by chasing down any animal in sight upon command. After catching up to the animal, the dog attempts to herd it back to its master through barking and gentle nips. Should the herded animal react to this by attacking the CNPC, the dog must pass an Aggressiveness check to refrain from counter-attacking. If the herded animal goes out of sight of the CNPC, the dog must pass an Intelligence check to find the animal. Likewise, if there is confusion over which animal is to be herded, the CNPC must also pass an Intelligence check to herd the desired creature.
  • Improved Stay: This allows the CNPC to remain in place for up to six hours. Additionally, resist instinct checks are made with a +2 bonus to ignore distractions. Stay is a prerequisite of this skill.
  • Intermediate Trick: Any uncommon skill that is moderately taxing to the CNPC's intelligence such as chewing through rope that binds his master's hands.
  • Jump: This allows the CNPC to be trained to make exceptionally high or long leaps. Given a 10' running start, the dog is able to jump horizontally up to 2d4+Strength in feet and vertically 1d4+Strength+2 feet. Without a running start, the dog can horizontally jump 1d4+Strength and vertically 1d3+Strength+2 in feet. CPNCs without this skill can still jump but receive no Strength bonus and must succeed in a resist instinct check.
  • Recall: This skill improves upon the basic trick of "come". Upon command, the CNPC will immediately return to its master's side without a resist instincts check even if it is engaged in a distracting activity such as chasing prey, eating, etc.
  • Retrieve: The CNPC will recover any object it sees its master drop or throw, and drop the item at the feet of its master. If the object is thrown into an area in which it can be lost, such as tall grass, the dog must pass an Intelligence check to successfully recover it within 1d3 rounds. If the dog is unsuccessful, it will return without the item or with a different object.
  • Silence: The CNPC has its natural instincts to bark and howl repressed temporarily upon command. Instead, when excited, the dog merely growls or whines quietly. This command can be used with other commands, such as Alarm.

Advanced ( 1 slot, 1d12+9 training days)

  • Advanced Retrieve: This allows the CNPC a second attempt to recover an object after a failed Intelligence check. Additionally, the dog acquires a vocabulary of four items (e.g., stick, ball, bone, etc.) of which it can identify and recover. The dog will search a 50' radius of its master for the object and immediately return with it upon finding it.
  • Advanced Stay: The CNPC will stay in an area for up to 1 day and make resist instinct checks at +4. Stay and Improved Stay are prerequisites of this skill.
  • Advanced Trick: This skill allows the CNPC to acquire a rare trained behavior that is very taxing on its intelligence. An example would be training a dog to safely lead a horse by its reins to a safe place.
  • Alarm: The CNPC will remain in a given area and alert its master if strangers enter the area. The dog is able to monitor any well-defined area (such as a room or chamber) or within a 50' foot radius of its master in the case of open areas such as forests and fields. Alarm may be used to cover a party's flank during movement.
  • Attack: The CNPC will attack the stranger closest to its master unless the master designates a specific creature. If the master is attacked or interrupted in some way while commanding the dog to attack, the CNPC must succeed in a Resist Instincts check to switch targets. Failure means the dog will disregard the command and attack the master's assailant. If the dog is ordered to attack a known friend, it must succeed in a Resist Instincts check with failure meaning that the confused dog merely returns to his master's side.
  • Guard: A CNPC will closely watch the target of the command. Should the target move, the dog will growl a warning. If the target continues to move, the dog will escalate to furious and continuous barking. If the target still continues to move, the dog will attack until the target ceases to move from the area.
  • Track: CNPCs with this skill are able to track, as per the character proficiency skill, if they are able to acquire the prey's scent. If the scent is lost, the dog must pass an Intelligence check to regain the scent.
  • Water: This skill represents the CNPC's acculturation to entering and swimming in water. Without this skill, a dog must pass a resist instincts check to be in water deeper than its head. Dogs with this skill may also dive and swim below the surface of the water with a resist instincts check, whereas, a dog without this skill will never willing allow itself to be submerged.

Complex (2 slots, 1d20+15 training days)

  • Complex Trick: This represents the most complicated and taxing behaviors a CNPC can acquire, such as untying a knot with its mouth.
  • House Training: House trained CNPCs have had their natural behaviors modified to be compatible with living indoors. Without this training, dogs will bark excessively, soil itself indoors, and engage in other destructive behaviors. Without this training, the dog will not be allowed in most establishments nor will the dog be capable of acting in a civil manner with strangers regardless of its natural disposition.
  • Improved Resist Instinct: The CNPC learns to trust its master fully and can attempt to override its instinctual urges and fears. When a resist instincts check is made, the CNPC rolls a Loyalty check instead of Aggressiveness with a natural 1 as always succeeding and a natural 12 as always failing.
  • Long-Term Stay: The CNPC will remain in an area for up to a week, awaiting the return of its master. During this time, the dog may leave the area to forage and seek shelter, however, the dog will remain in the general vicinity. Stay. Improved Stay. and Advanced Stay are all prerequisites for this skill.
  • Protect: The CNPC will remain close by the person or object designated by its master and will not allow any stranger to approach it within a 5' radius while interposing its body between the intruder and the target. If the intruder enters within the 5' radius, the dog will bark and snap menacingly, and if the intruder persists or reaches out to touch the target, the dog shall attack. If the target moves away of its own volition, then the dog will whine and attempt to herd the target back with its snout. If the target continues to move away, the dog will alert its master with a bark. The dog will continue to stay with the moving target as it travels until the DM rules the CNPC gives up and attempts to return to its master.
  • Retrieve Specific: A CNPC with this skill need only have its master point at an object and it will attempt to retrieve it. The dog will pick up an item in the designated area and await a visual signal from its master. If it is correct, the dog will return the item to its master, if not it shall drop the item and retrieve another. This process repeats until the master signals the dog has the correct item, which may be tedious.

Additional Considerations

Masters - A CNPC will only recognize one party member as its master. If a dog's master dies, another member of the party may attempt to adopt the CNPC, however, it may take up to 4 to 6 months before the dog fully recognizes him or her as its "true" master.

Speak With Animals - Casting this spell allows the master of a CNPC to halve the time it takes to train a skill (training a complex skill takes 3/4ths the time). The master must be able to speak with the dog directly and not through another character. Likewise, the spell must be cast for each day of training.

Animal Friendship - This spell provides no particular benefit to the training of CNPCs in that a casting merely domesticates a wild animal. However, a CNPC that is an animal friend of its master rolls Loyalty checks at advantage when in the presence of its master.

Adapted from "Man's Best Friend: New Tricks for Old Dogs" by Clayton R. Beal in Dragon Magazine #237.


Cover image: by Lleij Schwartz