Originating from the hills of Central America, a harsh regimen of daily training and living conditions provided the world with the fiercest martial artists and warriors known to mankind.
Dog Soldiers tend to have weak will saves and a lack of expertise with weapons or armor, but make up for it with a heavy emphasis on toughness, either highly mobile and dexterous or powerfully muscled and strong enough to tear metal with their bare hands.
Noteworthy as brutal bodyguards and frontline shock troops, Dog Soldiers live for only one thing: loyalty to their trainers and loyalty to their masters.
Hit Dice: d12
Starting Skill points: (6+Con Mod)x3
Skill points: 6+Con Modifier
Starting Golds: 1d4
Class Skills: Escape Artist (Dex), Balance (Dex), Concentration (Con), Intimidation (Cha), Knowledge: Area (Int), Knowledge: Streetwise (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex)
Special Note: Dog Soldiers cannot multiclass into any other class until they hit level 17. Users cannot multiclass into Dog Soldier unless they meet specific time magic/psioinic trainers due to the 15 year training requirement.
Class basic abilities: Dog Soldiers are proficient with all simple weapon. Proficient with light armor and cloth armors.
I Want To Be Your Dog - Dog Soldiers are bred to obey their masters only, if not their trainers before them. Dog Soldier masters (and trainers) gain access to a special set of code words that immediately control the Dog Soldier.
Dog Soldiers are considered Mindless when it comes to psionic/brainwashing/magical effects.
A Dog Soldier can never train in weapons-based martial arts or learn how to utilize armors unless bred by a trainer for it, and these particular special breeds are FAR more expensive!
Breed - the first specialization for a Dog Soldier is the emphasis on their speed and agility (“Small Breed”) or power and physique (“Large Breed”). Small Breeds immediately gain a +10 bonus to Dex Mod, Large Breeds immediately gain a +2 DmR to physical attacks and advantage against blunt attacks.
Hellish Training - user’s natural attacks count as Martial Artist weapons, dealing lethal damage at 1d4. Small Breeds can add Dex Mod to the damage, Large Breeds can add Str Mod.
Gas Can - Should user hit 0 EP, they may continue using techniques or spells but cannot regain EP until the day after tomorrow.
Special Movement: Brachiating or Galloping - at this point, Dog Soldiers learn how to improve their basic mobility, gaining +10 to their basic speed depending on their breed (Small Breed gallop on all fours, Large Breed brachiate like a gorilla).
Stalking - while focused on their target and willfully being stealthy, the user gains +5 to their Stealth skill checks.
Hungry Like The Wolf - user must feed twice as much as a normal human, but can survive for far longer without food or water.
Gorge - upon feeding, user’s HP doubles as a temporary battery. This stacks with other forms of temporary HP. Gorge lasts for only 12 hours, and can be done only once per day.
Soldier Status (Pack or Solo) - upon getting this specialization, user can now gain only one of the following:
*Pack - user gains +1 AC (as a Dex bonus) for every recognized packmate is within eyesight.
*Solo - user gains +20 (To Hit) and +20 (Damage) so long as they’re alone against enemies of any sort.
Hot Gamble - user can take a standard action and take 10 HP damage immediately. As soon as their next combat round begins, they regain 50 HP. This can be done once per day. This is a supernatural ability.
Darkness Cancel - upon launching a Special Attack, user can “cancel” it after the To Hit has been rolled but before damage is calculated. If the initial Special Attack roll was successful, user may instead perform a standard attack that deals damage x3 (before crit).
Hallowed Swap - upon launching a Special Attack, user can “cancel” it after the To Hit has been rolled but before damage is calculated. If the initial Special Attack roll was successful, user may now hit the target with a different Special Attack.
Heavy Torque Jump - user may make two jump attempts during a single jump. Second jump is half of user’s jump score.
(Note: this is literally a double jump).
Bared Teeth - user attempts to intimidate a target during combat. Targets who fail their will save (DC - (user’s ECL)+1d20) take double damage from user until the start of user’s next combat round.
Snarl - user attempts to intimidate up to (CHA Mod) targets during combat. Targets who fail their will save (DC - (user’s ECL)+1d20) take double damage from user until the end of combat.
Bluster - upon taking non-physical damage, user may make a Fort save in order to half the damage. This can only be done if total damage is over 50% of user’s HP total. This can only be done (CON Mod) times per day.
Slam - should user deal 25% of target’s HP total in damage in a single attack, target is prone.
Specialization: Biohazard (Small Breed) or Onyx (Large Breed) -
*Biohazard - upon being grappled, user immediately begins a shivering counter-attack. This count is immediate and does not provoke AoO. Deals unarmed damage immediately upon being grappled.
*Onyx - upon grappling, the Large Breed immediately starts to bite target, dealing 1d20 damage. This damage increases with each bite they give.
Specialization: Bigger Slash (Small Breed) or Lockjaw (Large Breed)
*Bigger Slash - upon successfully attacking a nearby target, user can automatically attempt a second attack as a free action so long as the new target is also within their threat range.
*Lockjaw - upon making a successful bite attack, target is automatically considered Grappled.
Specialization: Claw Slash (Small Breed) or Bigger Bite (Large Breed)
*Claw Slash - user’s nails are considered Natural Weapons and now deal 1d6 + Dex Mod damage and gets a +5 (To Hit) boost.
*Bigger Bite - user’s Bite is now considered a Natural Weapon, and deals 1d10+Str Mod damage.
Front Loaded - allows the user to deal an extra +3 damage per attack during the first round only.
Special Movement: Aggressor - if any other target (friend or foe) successfully launches any form of non-physical attack, user may take a 10 foot movement without provoking AoO as a counter.
Final Specialization: Wrath Stab or Savage
*Wrath Stab - user performs a single unarmed attack against one target. If attack is successful, deals (unarmed attack) x5 damage to all foes in a line behind original target. User then makes a Fort save (DC 1d20+(Target’s AC)). If they fail, the attack ends there.
If they succeed, user then tears their nails out of the target with incredible speed and vicious force, sending them flying behind user up to 20 feet, dealing 2d20 extra damage.
*Savage - can only be done if user currently has target successfully grappled. Upon declaration of Savage, target is now dragged prone and user’s attack actions against this single target are doubled at highest BaB. User can only attack with Natural Weapons.
Specialization: Shadow Hounds (Small Breed) or Heavy Gear (Large Breed)
*Shadow Hounds - user can summon up to 1d20 shadow hounds up to (Con Modifier) times per day. Shadow Hounds disappear at the end of combat round and cannot be summoned in very bright or very dark settings.
Shadow Hounds deal (users unarmed attack) damage to a single target per round, ignoring physical AC. User’s hit by Shadow Hounds are rendered flat-footed until the start of their next round.
Shadow Hounds cannot be used outside of combat, but -can- be used before combat.
*Heavy Gear - user’s shadow rises up to clad them in a misty armor. All targets attempting to attack them must make a Will Save (DC 1d20+User’s ECL). If successful, they hit at Disadvantage. If they fail, the attack fails completely. Heavy Gear lasts until end of combat, and cannot be used during the first two rounds of combat. Heavy Gear cannot be summoned in very bright or very dark settings, and can be summoned up to (CON Modifier) times per day.
Unleashed - user has overcome their original Dog Soldier upbringing and can now think for themselves. User is able to utilize martial weapons, gains proficiency in medium and heavy armors, and can wield shields up to Tower level without training. User can now resist their original code words with advantage, and can multiclass as they wish.
True Final Specialization: Walk Like A Man or The Beast’s Beauty
(NOTE: this applies to either breed)
*Walk Like A Man - user can tap into the potential of their hellish training, drawing out their latent powers as a Dog Soldier. Natural Attacks affect ethereal, negate DmR while attacking, and all damage dealt is doubled after crit.
*The Beast’s Beauty - user can tap into the potential of their future, heading beyond their time as a Dog Soldier. While utilizing attacks that are not natural weapons, user can ignore EP/spell slots costs for up to (ECL) times per day.
When learning from martial arts tables or faith tables, user gains double the points unless otherwise notified.
When synchronizing with other sentient beings, user gains a +1 bonus.
First Law - user must overcome a trial of combat. Upon success, user can walk with their Master and (normally) will ignore their trainer. User can begin to take up martial arts practice.
Second Law - user must overcome a trial of Will. Upon success, user will be able to tap into their innate abilities to cast magic/psionic/ki/supernatural effects.
Third Law - user must overcome a trial of Wisdom. Upon success, user will be able to gain Faith Points and can learn skills.
Final Law - user must overcome their Master. All previous code words no longer work with user, and user can go on to be their own individual. User gains 3 levels of their defeated Master’s class as a free class (does not add to experience totals or ECL). This does increase the user’s HP/EP totals and feats gained in such a manner will affect character sheet.