Dog as a player ?

Post/Author/DateTimePost
#1

prax

Mar 05, 2009 17:53:34
Im running a d20 game and my part has found a dog

i want this to grow with them as a player and be able to hold its down but not be over powered
should i just give it class levels or how would this best work ?
and if a player wanted to do this how would that best be handled
#2

senko

Mar 05, 2009 18:07:26
If its just a regular dog the best you could probably do is teach it tricks since it hasn't the intelligence to learn anything else.

If its a mysteriously intelligent dog or your just working on general combat ability e.g. Dog is a level 3 strong/level 2 soldier (with improved critical bite, weapon specializaton bite and power attack) I'd suggest you look at D20 past specifically the feat sidekick. You have to be 6th level to take it but it duplicates one of the leadership abilities from DnD. You get a leadership score based on your character level, reputation and charisma modfier + other factors that determines the level of your sidekick ranging from nothing if you have a score of 1 or less up to 17 if you have a score of 25 or higher.

EDIT
Since your DM you could just randomly pick a player and work out what their score would be if they had this feat then give the dog that many levels.
#3

AnimeSniper

Mar 05, 2009 18:11:02
Enter the area of genetics... the dog is the only one of a litter of puppies that was successfully created as a branch project of the Moreau listed in the book opening up the area of possible class levels and skills... if not this path the dog could be trained based around the PC occupation/classes to learn to sniff out bombs/drugs/etcetera...
#4

prax

Mar 05, 2009 18:35:21
my world doesn't have a problems of why the dog is the way it is

and i don't want to tie to to a players

just wondering on stats basically so i don't make combat boring for the players but it wont die on them

basically the dog is making up for a 4rth player
#5

prax

Mar 05, 2009 18:38:56
Has anyone made a chart that can be used for monster to upgrade them

ie showing base attack and fair hd per level
#6

MechaPilot

Mar 05, 2009 19:00:57
I have crossed paths with the quandry of intelligent animals as part of the adventuring party (be they player characters or NPC cohorts that are equal partners in the group).

The main problem you're going to come across is gear. Any creature that doesn't have hands is going to come up short in a fight when they are incapable of ranged combat. Don't forget that guns also tend to do more damage, so the creature will be shy on damage even when it can slip up close to attack. This becomes less of a problem when all characters/monsters are enganged in melee, as the damage is more balanced. The feat from the 3.5 D&D MM that ups the damage dice of a natural attack will lessen this burden.

Armor is a problem as well. Since the attack bonus of monsters scales up, but the creature cannot put on and take off armor on its own, it will get hit more frequently as it rises in level. I overcame this by allowing the intelligent animal to take feats that boost its natural armor. This use of feats however made it less effective in combat, so i decided on a single feat that granted a basic plus 1 to natural armor bonus for every character level gained.

I hope this helps you out.
#7

prax

Mar 05, 2009 19:22:38
hmm i guess it wouldnt be so bad to allow the players help it with armor
#8

senko

Mar 05, 2009 20:10:12
If your not worried about background and are using him/her? to make up a 4th slot just treat it as a character giving it classes that don't require special abilities as it were (tough, strong, fast, dedicated, soldier) and give it equal XP to the players. As for armour if your giving it class levels then it'll have a defense/attack/save/etc bonus to help make it up and you can always have armour custom made for it.

Biggest issue is ranged combat and for that I'd say you can either be silly and use a spell effect from one of the DnD books that turns a melee attack into a ranged one (giving natural bite attacks as its example) so the dog can bite from a distance. Or another route is to have it multiclass into a mage or psionic class and attack using spells/psycich powers from distance. Personally however I'd treat it as making up for a lack of ranged attack in other areas e.g. ability to smell out drugs or contraband, to blend in to the surroundings as a stray/family owned dog and sneak up behind the enemy, keep watch and bark to alert the party to potential problems while they're resting, track escaping foes etc.
#9

Ragitsu

Mar 05, 2009 20:11:18
I hope you mean dog as a Player Character. Otherwise, things will get very strange, very fast.
#10

senko

Mar 05, 2009 20:26:12
Interesting though.
#11

derfenrirwolv

Mar 05, 2009 21:13:40
Yes, theres a section in the book near the monster that describes how the different types of monsters advance. To advance a dog (animal)

Its BAB is equal to 2/3 of its Hit dice (as if it were a fast hero)

Its good saves are Fort and Reflex . Its bad save is will. This is actualy better than any modern class, or even advanced class that i know of.

1 skill per hit die (its actualy 2+ int modifier/hd with a minimum of 1, but with an int score of 2 its always going to be 1)

it gains 1 feat a at 1st level and then 1 every 3 hd (1 3 6 9 just like aplayer) Good choices in modern include Dodge, agile riposte, alertness, armor proficiency (light), dodge, mobility, defensive martial arts (flavor text/name need adjustment), elusive target, improved initiative, improved damage threshhold, run
#12

DwarfFighter

Mar 06, 2009 7:02:07
You could houserule that the dog's owner gets to add his own base BAB, Save and Defense bonuses to that of the dog's basic stat block. It's not realistic; it's just a mechanic for the relationship between the heroic master and his companion.

Hm. I might use this myself...

-DF
#13

penchant

Mar 08, 2009 22:49:31
Staying mechanically within the rules, all you have to do is up the dog's Intelligence to a 3 and call it a mutant (in D&D it would be Magical Beast). With a 3 Int it can take class levels and earn experience points like any NPC or PC. Then just give it Basic class levels in either Strong or Tough Hero along with the party. Advance the dog as if it were a Cohort or Sidekick.
#14

penchant

Mar 08, 2009 23:01:40
Double post. Sorry
#15

Waylan_Wolf

Mar 10, 2009 12:18:46
You know I might come off sounding like an animal rights activist, but I don't agree with the philosophy that if a creature doesn't have the ability to speak that it must be dumb. This is an artifact of original D&D where the lowest score a human could have was a 3, therefore animals must be limited to 2.
In reality most dogs are at least as smart as a human toddler.

As far as playing a dog as a character...
I'd treat it like any other straight up melee character.
You just have to be aware of the fact that you won't have access to weapons or armor.
I'd allow the dog to take levels in strong, tough, fast, and dedicated hero. Then I'd encourage the player to take the martial artist advanced class or possibly the infiltrator advanced class. I'd play a dog as a scout, and focus on feats and talents that increase my defense score and my damage output.
anyway... just some thoughts.
#16

backstabbist

Mar 10, 2009 17:14:49
Good thing I snagged this a while back,
I cant find it here via the Search
[INDENT]IMAGE(http://www.tgfaust.com/images/k9.gif)
K9 body armor: Cause dogs is people too
[INDENT]
K-9 Partner Armor - INCOMPLETE!!!*
Designed and configured to protect police dogs, the K-9 Partner Armor is a two piece unit that is contoured to the dog’s body, offering ballistic protection for the chest and back.

Type: Tactical
Equipment Bonus: +6
Nonprof. Bonus: +2
Maximum Dex Bonus: +2
Armor Penalty: -5
Speed (40 ft.): 35
Weight: 10lbs
PDC: 17
Restriction: Lic (+1)
---------------------------------
* This is marked as incomplete because it is really just human body armor stats slapped up for a doggie.

How should this be fixed so that it would be more appropriate?

I dunno, but I like your stats the way they are... assuming the base Dog Speed is 40 and you just popped it with an Armor -5'.

Just lay in a +3Def lighter one, and a +8 Def Heavier one for a set, and see how they fit together. You may see a need to raise penalties to make the lighter balance, or lower penalties to balance a Heavy

I'm just wondering how we know which dogs have both the Light Armor & Medium Armor Feats to wear +6Kevlar

oh, and I cant wait to see your numbers for the Concealable K9 Vest (Under-fur?)


Good point on the variety--

And I was wondering about the Feats thing too.

Can't teach an old dog new tricks, hrumph!

i would say dogs who are trained by the cops (agression dogs not drug dogs) are automatically proficient in its use. but i would drop the defence modifier to +3. and i dont think there is a lighter or heavier version out there. seein as how agression dogs are kinda the bullet shield for the human officers anyway

Seeing the amount of the dog covered,
and 2ndChance is selling them with NIJ-II & NIJ-IIIA,
+4 to +6 Def is not that unreasonable.

It would have to be a cinematic game to use the Heavy K9 Kevlar with ceramics, but it is a game after all.

I would have called them more of a Bullet Magnet than shield, they draw hurt away from the officer. Something about a furry razorblade in your face makes the officer less important.

Does it violate a protestors civil rights to throw meat on them prior to releasing the dogs? Cause a pound of bacon could go real far in quieting a crowd when they see the dogs lining up.

yeah i can see a +4 +6, that makes sence, and yes bullet magnet does sound right.


and i do believe you just solved the age old riot control problem. the dogs dont even have to be mean or agressive, they could just be random dogs, and you line them up and start launching bacon into the croud. yeah they shut the hell up and simer down real quick.

I don't know if I like the Max Dex Bonus, perhaps it should be +4 because it appears that most of the moving parts on that dog are pretty unhindered.

things like MAx Dex are why I said try a set of Light Med Heavy so you can see the numbers going up as a balance. I'd be willing to allow a little AGB in the penalties, especially once we start staplegunning ceramic plates onto Cujo

The Armor Proficiency aspect...

A Trained Police Dog may, uh, be trained for this sort of thing. But if he isn't, then his Police Partner is certainly trained in Armor Prof's shouldn't he? The dog can't put that armor on himself anyway...

Do you want to set a precedent that un-feated armor may be worn if put on with the assistance of a Feat Qualified guy? Cause I have a Smart/Fast that would love to let Mongo hang the steel & ceramic on him. Gotta b careful with this one, cause you will find yourself bumping into -

"Your head goes in this hole, and then these 2 straps velcro here & here" takes 2 feats to learn

Yeah... bad precident (balance-wise)-- But seriously though. It IS kinda silly that only people who take the feat REALLY know how to use the armor.

The best way to do it would probably to make it a trick. An animal can only know 3 tricks per point of int, so training it to both accept the armor without trying to gnaw it off and to move around in it freely could count as one trick, handle animal dc 15.

This is the best idea I've heard all day!
I'm not too up on animal rules-- I'd like to be though. A d20 Modern Pet Shop-like book would be nifty to write.

so a Smart PC with an 18INT knows how many tricks?
Cause I'd love to drop 3 tricks on Lt/Med/Hvy Armor prof at 1st level Smart

Sorry, only animals can learn tricks, humans don't like the taste of the milkbones

[/INDENT][/INDENT]
#17

penchant

Mar 10, 2009 17:38:00
You know I might come off sounding like an animal rights activist, but I don't agree with the philosophy that if a creature doesn't have the ability to speak that it must be dumb. This is an artifact of original D&D where the lowest score a human could have was a 3, therefore animals must be limited to 2.
In reality most dogs are at least as smart as a human toddler.

A human toddler doesn't necessarily have the intelligence (Ability score) that they would as a cognizant adult. Chimpanzees have a very similar development in mental faculties to human children up until the human child begins to develop speech where they quickly outstrip the furrier primates capabilities.

Likewise there is a marked difference between intelligence and cunning. Many animals show a sharp adaptability that, in our game, is represented by a wisdom score, i.e. animals are as wise as we, but not as smart.

And semantically, anything that cannot speak is, by definition, dumb. ;)
#18

senko

Mar 10, 2009 19:01:04
I find myself wondering at the point of a druid's speak with animals ability if it hasn't at least enough sense to go "Honey over there, over there."

Also thanks to you I know have the image of a dog being sedated, cut open and having armour inserted in then being stitched back up again. Then a cop stands in front of a mob going "I have bacon and I'm not afraid to use it."
#19

winternova

Mar 13, 2009 15:14:37
For advancement of animals, I was thinking of throwing in a feat similar to sidekick and minions that mimicked the wild lord's animal companion class ability. Never did work out the guts of it, but was thinking about basing the animal's advancement on how many ranks of handle animal the hero had.
#20

skipsandwich

Mar 14, 2009 22:28:02
such a feat already exists in D&D 3.5, it's called Wild Cohort, it allows any character to have a FX free version of an animal companion
http://www.wizards.com/default.asp?x=dnd/re/20031118a
Also detailed in the article are some new tricks one can teach animals
http://www.wizards.com/default.asp?x=dnd/re/20031125a
#21

winternova

Mar 15, 2009 1:22:05
That feat is totally stolen - thanks!