Pip

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While recovering from exhaustion and frostbite at the halfling landing, LE made friends with a stray hunting dog runt, cast out of his litter because he wasn't fit to train.

  • Hunting Dogs - Though smaller and less resilient than their working cousins, halfling hounds have excellent senses and awareness allow halfling hunters to track and corner small game, as well as enemy scouts and skirmishers. As a regular dog, except with double-strength scent and a +4 check to all survival checks.
Size/Type Small Animal
Hit Dice 1d5+1 (5hp)
Initiative +3
Speed 40 ft.
Armor Class 15 (+3 dex, +2 natural)
Base Attack/Grapple +0/-4
Attack bite +1 1d4
Special Qualities low-light vision, scent (double normal ranges)
Saves fort +4, ref +5, will +1
Attributes str 11, dex 17, con 13
int 2, wis 12, cha 6
Skills jump +7, listen +5
spot +5, survival +4*
Feats alertness, track, scent (see below)
  • Hunting dogs gain an additional +8 bonus to survival when tracking by scent.


Scent (Ex)

LE can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

She can detect opponents within 15 feet by sense of smell. If the opponent is upwind, the range increases to 30 feet; if downwind, it drops to 5 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

The exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent.

Whenever she comes within 2 feet of the source, she pinpoints the source’s location.

A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.

False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.


For reference: http://www.dandwiki.com/wiki/Familiar http://www.dandwiki.com/wiki/Scent (modified)