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Doggonian


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Greyhawk Campaign
race
Chimney cat.jpg
attributes Dex: +2
Cha: +2


Doggonians are anthropomorphic dogs that come in all shapes, sizes, and breeds. Most Doggonians are between 4 and 7 feet tall though some are as small as 2 feet tall or as big as 10 feet tall leading to a rather diverse community.

Doggonians themselves are responsible for their own current state of existence. Their ancestral homeland broke off ages ago from another plane of existence and was stabilized by their own combination of arcane, divine, and planar magicks. They are the decedents of what could be best described as a tribe of bi-pedal wolves often referred to in old texts as "Wolf-kin."

Contents

Habitat/Society

  • As a race soaked in magic life spans vary from family to family, though the age of majority is consistently at 22.
    • Doggonian is considered done with their basic training in their chosen area of skill at the age of 22 and then go through a sacred coming of age ritual. Jumping through a random portal, the sort that have the habit of forming around the major magical nexuses. The purpose of this quest is to find as much information as possible about the location, broaden your horizons, and eventually find out how to get back to the Doggonian Plane of Reynsland.
      • The only information they are given about the location they are to be sent to is that they most likely will not die upon entry, so preparation is important for the young Doggonian starting their journey, and they come kitted out in equipment custom to their particular build.
  • Without magical assistance, they breed prodigiously slowly; far too slowly to maintain their numbers naturally.
    • With magical assistance, they have the same birth rate and gestation period as a human.
      • This assistance comes in the form of either a potion or a unique magic item.
  • Besides live birth, Chimney Cats can be created through a complex alchemical process involving inducing a series of controlled mutations in a chosen house cat.
    • Though the process is generally a miserable experience for the house cat, the vast majority of Chimney Cats are created this way.
  • They are generally cheery, hardworking, and unwaveringly devoted to the Soapmaker and (most of) his various causes.
  • They possess an instinctive fondness for hats.
    • Generally, the higher the status of the wearer, the more elaborate the hat. Generally.
  • They believe strongly in the value of science and progress, and are quick to adapt to any new technology introduced to them.

Fun Facts

  • They where engineered from goblins, halflings, and common house cats.

WIP

  • An Exercise In Self-Sustaining Alchemy
    • You count as both a living creature and construct.
    • You are immune to disease.
    • You have tactical advantage on saving throws to avoid being poisoned.
    • You have resistance against poison damage.
    • You don’t need to eat, drink, or breathe. Your body does go through the motions of breathing for reasons unknown, and you can eat and/or drink if you wish, though nothing inhaled or consumed will have any effect whatsoever on your person barring extreme circumstances. That said, what exactly your body does with what it inhales/consumes remains something of a mystery. Turns out you don't need to make any visits to the bathroom either.
  • Angles Are Attitudes
  • Are Your Knees Cold?
  • Autodidact
  • Catnap
    • You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.
    • When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
  • Dark Vision[xxx’]
  • Gunslinger
    • Due to all that carefully engineered instinctive hard wiring the Noble Master imbued them with, all Chimney Cats (including you) are inherently proficient with all firearms.
    • The first attack you make in a combat with a firearm has tactical advantage and one free luck re-roll.
    • If an attack is made by anyone during a surprise round in which you possess ready access to a functional firearm and would not otherwise be able to act normally, you immediately use your reaction in response to attack something (anything you want, really) with the firearm in question.
  • I Only Wanted To Pay For College
    • The second, third, and fourth attacks you make during a combat have tactical disadvantage.
  • It’s A Kitty!
  • Knife-Twisting Conscience
  • Math Wrath
  • Propriety And Sobriety
    • You are immune to boredom.
    • You are immune to addiction.
  • Seventeen Shots, One Kill
    • If, after damage is rolled, a ranged attack you just made would reduce the target to 0 hp or less, you can specify that the attack was meant to be non-lethal. The target is then rendered unconscious instead of dying.
  • The Distance Between Wise-Cracking And Wit
    • you receive +2 Intelligence and +2 Charisma.
  • Tell All The Truth, But Tell It Slant
    • Due to all that carefully engineered instinctive hard wiring the Noble Master imbued them with, all Chimney Cats (including you) are inherently proficient in the Charisma[Persuasion] skill.
    • As long as you're not outright lying, you have tactical advantage on all Charisma[Persuasion] checks. (Hyperbole, spin-doctoring, turd-polishing, rhetorical word-twisting, and applying your finest lipstick to the ugliest pig you have is not only totally kosher for this ability, but well within theme and encouraged.)
  • Work Ethic
    • Poorly informed admiration for the so-called “puritan work effort” quickly falls to the wayside when one finally gets the chance to witness the inspired nose-to-the-grindstone dedication of the average Chimney Cat in action. The first three exhaustion levels you accrue are ignored for the purposes of determining the overall effects of exhaustion.



Old Stuff to modify/whatever

  • Firearm Familiarity
    • +1 bonus to attack rolls when using firearms.
    • Can gain proficiency with various types of firearms regardless of class.
  • Infravision (60')
  • Instinctive Knowledge
    • Bonus NWPs gained at birth/creation.
      • Bureaucracy
      • Etiquette
      • Language (Ancient or Modern)
        • If natural birth: same as the most commonly used language by the birth mother.
        • If created via alchemy: choice of any known by the individual overseeing the process.
      • Read/Write
  • Quick Learner
    • Three bonus NWP slots are gained at birth/creation.
    • Training time to learn anything is divided by 4.