Canine Handling I (sage ability)
Canine Handling I is an amateur-status sage ability in the study of dog training, enabling the character to guide and command companion dogs, working dogs and war dogs in the execution of specific tasks and behaviours. While the commands and training vary with the role and breed of the dog, the character is consistently able to build trust and rapport with the animal, drawing on its natural instincts and training to function effectively in a variety of practical contexts.
Contents
The presence of a dog introduces a layer of bonds within the game party that extend well beyond its formal owner. Dogs possess a natural capacity to connect with those around them through shared time and experience, forming attachments that are unaffected by charisma or social skill. As a constant presence, the dog may grow to offer quiet reassurance and subtle emotional support, creating a sense of stability for the group during difficult periods. Over time, and with the DM's attention to detail, the dog may begin to emerge in moments of play that weren’t anticipated, acting with agency and intention shaped by its relationships with individual party members. These associations matter. The dog is not simply a tool or a piece of equipment, but a thinking creature capable of its own simple judgments and affections. For this reason, all members of the party should consider the dog as a "follower" in its own right, treating it with the same awareness and respect afforded to any character operating within the bounds of loyalty and personal will.
Companion Dogs
If the character possesses this ability at the start of the game, he or she is accompanied by a faithful companion dog that has remained by their side for the past 2 to 5 years. This animal, weighing between 80 and 120 lbs., represents the hardy and dependable traits expected of a well-bred, well-raised canine. It has already shared in the character's routines, endured difficulties and been shaped by those experiences. The dog begins play with 1d8+2 hit points and a Morale of 2, reflecting its deep attachment and reliability in familiar company. The breed should be drawn from those native to the character's homeland or region, though the specific form and features may be chosen by the player.
If a character gains the canine handling I ability after play has begun, they may acquire a companion dog at that time. The dog may be young or fully grown, depending on availability or character choice, and of any breed appropriate to the campaign. Once a suitable dog has matured — or if a mature dog is acquired — a bond of companionship is formed over a period of just one week. During this brief period, the dog learns to heel and sit with minimal effort, demonstrating a natural readiness to follow the character's guidance. At this point, the dog begins with a morale of 9.
Following the first week, the character may begin teaching the dog additional skills. Each new command or task requires either a day or a week of instruction, depending on complexity. These teachings must come from the established list of tasks suitable for companion dogs. However, without further reinforcement, the dog's morale begins to taper with time. It decreases by 1 point each week until reaching a morale of 5. After that, morale continues to drop by 1 point every six months, or according to the game's standard rules for morale reduction.
Daily training requires no more than 15 to 20 minutes and can be completed before setting out in the morning or after settling down at day's end. This small routine is sufficient to maintain the bond and reinforce familiarity with the dog's known commands.
Unskilled Companion Dog Owners
Characters without this skill who acquire a companion dog may still form a lasting bond, though the process is slower and more uncertain. A month of consistent care, attention and interaction is required before the dog will begin to view the character as a trusted figure. During this period, any character in the party may attempt to teach the dog simple commands such as sit or heel, but doing so requires a successful wisdom check to reflect the challenge of training without formal knowledge. Only one such attempt may be made per month, and only by a single character, to prevent conflicting signals or confusion in the dog's learning.
As the dog settles into its new environment and adapts to the group, its morale declines by 1 point per month until it reaches 5, representing the strain of new expectations and the uncertainty of unfamiliar leadership. Once this point is reached, morale continues to decrease at a rate of 1 point per year, or in keeping with standard morale rules, reflecting the ongoing emotional wear that can occur without structured handling or reinforcement. Despite this, the dog may still become a loyal and valued member of the party, though its behaviour is less reliable and its responses less consistent without the benefit of skilled guidance.
Companion Dog Skills
Here is a list of skills that companion dogs can be taught, acknowledging that most of these are quite benign. It is assumed the dog begins sleeping with its owner and is able to fetch with minimal attention paid. Basic companionship behaviour such as following closely, returning to the owner's side when called or resting quietly near the campfire may develop naturally through proximity and repetition, without formal training.
There are a set of skills that grant a +4 bonus to an unskilled teacher's wisdom check, or which may be taught by a skilled character in a single day. These include:
- Fetch: the dog retrieves a designated item within sight, such as a thrown object, dropped item or tool pointed out. The dog does not yet distinguish between owner property or other items unless given additional instruction.
- Stay: the dog halts and remains in its current position until called or retrieved. Useful for keeping the dog out of danger or preventing it from following into unsafe areas.
- Speak: the dog barks once upon command. It may be used to alert others, signal an event or attract attention, especially when taught to do so in response to specific sounds or gestures.
- Roll over: a simple trick where the dog turns on its back and rolls. Though primarily a demonstration of trust and submission, it can also be used to check the dog's body for injury or pests.
- Shake a paw: the dog extends a paw on command. While often seen as a show of friendliness, the gesture also reinforces attentiveness and helps accustom the dog to brief, deliberate physical contact.
Additional skills, requiring a normal wisdom check per month from an unskilled trainer, or a full week for a skilled character, are as follows:
- Feed: the dog is taught to accept food only from its owner's hand, from a person previously introduced as a designated feeder or from a specific container familiar to the animal. The dog resists attempts by strangers to offer food, making it less vulnerable to poisoning or distraction. It will not begin eating until given a vocal or gestural signal. This reinforces discipline during travel and prevents the dog from interfering with others' meals.
- Hunt: the dog aids a character in hunting, improving tracking, flushing or retrieving small game. When working with a character trained in the hunting sage ability, this support increases the yield of edible food by 50%. The dog may range ahead to stir brush, indicate hidden animals or return game to the hunter. This training assumes familiarity with the local terrain and prey.
- Play dead: the dog drops to the ground and mimics the appearance of a lifeless body. This is not simply laying down, but doing so with convincing stillness, including closed eyes, controlled breathing and limp posture. Initially, the dog can hold the pose for one round, but characters with dog handling ability may train the dog to hold the pose for one additional round per week of training, up to 30 rounds (3 minutes). This trick may be used to deceive hostile creatures, deter aggression or create a momentary distraction.
- Protect: the dog is trained to remain within 10 ft. of the character and respond to nearby threats. If any hostile creature enters a 15 ft. radius of the dog's designated protectee, the dog may attack automatically without further prompting. Alternatively, the character may spend 1 action point (AP) to direct the dog toward a specific opponent. Once engaged, the dog continues fighting until the target flees, is slain, or the dog is recalled. This skill is foundational for turning a companion dog into a defensive asset without crossing into formal war dog training.
Additional skills may be taught over time, expanding the dog's usefulness beyond companionship into more complex roles such as signaling, search or carrying. However, each new task adds to the dog's behavioural load, and frequent reinforcement may be needed to maintain responsiveness.
Working Dogs
Characters with the canine handling I ability at the start of the game, who also possess an amateur-level ability in guarding, herding, hunting or teamstering may choose to begin play with a "working dog" suited to their area of expertise. As with companion dogs, this animal has remained loyal to the character for the past 2 to 5 years and is fully accustomed to the character's presence, commands and routines.
The breed of dog should be appropriate to its task and region of origin. Recommended types include rottweilers for guarding, border collies for herding, retrievers for hunting and mastiffs for load work or protection alongside draft animals. The dog's weight will align with its chosen breed and function. Use the hit points per die by mass rules to determine its health and add +3 to the dog's total hit points to reflect its specialised training and hardened physical condition.
The dog's behaviour, morale and capacity to learn new abilities are governed by the same mechanics as those outlined for companion dogs. However, the tasks these animals perform are oriented toward their working function, with additional skills and responses that may be introduced as the campaign progresses, depending on the character's related sage knowledge.
Working Dog Benefits
The following includes rules specific to these dog breeds and the character's attendant sage ability, from which the character may benefit:
- Border Collie (herder): the dog enters the game with the ability to gather, drive and manage livestock tirelessly alongside a herder. It understands directional commands, responds to whistles or gestures, and operates effectively even in rough or narrow terrain. The collie will instinctively return scattered animals to the group, drive herds through bottlenecks or separate specific animals when needed. Its assistance increases the total number of animals the herder can manage by 50%, while reducing the herder's daily effort by half. This decrease in physical strain reduces the herder's daily food requirement from 4 lbs. to 2.
- Mastiff (teamster): the dog enters the game trained to pull a dog cart capable of carrying up to 350 lbs. at a steady pace of 2½ miles per hour, for up to six hours per day. To maintain health, the dog must rest every third day. In addition to draft work, the mastiff is effective in calming and managing other draft animals. When malfunctions or strain occur, such as a twisted limb or wagon instability, the mastiff's presence permits a saving throw to be made on behalf of the affected animal or axle, reducing the chance of a mishap on the malady table. With one month of focused training, the mastiff may also be taught to “protect” a character as effectively as a rottweiler.
- Retriever (hunter): the dog begins with the hunt skill and greatly enhances the productivity of a hunter. When assisting a character with the hunting ability, the total amount of food gathered is doubled, rather than increased by 50% as with other breeds. This benefit arises from the retriever's ability to locate, retrieve and return birds or small game, track wounded prey and remain silent during a stalk. If the character also possesses tracking, the retriever can assist with locating intelligent targets, reducing the target's intelligence by an additional point for purposes of the tracking roll.
- Rottweiler (guard): the dog begins with the ability to "protect" the character, as described under companion dog skills. The radius in which the dog responds to threats is extended by one hex, allowing it to defend an area within 15 feet of its owner. With a month of training, the rottweiler may also be taught the “attack” command as described in the war dog section below. In addition, the dog possesses the on guard ability, allowing it to issue warning growls or posture aggressively when detecting movement or the presence of unfamiliar individuals, potentially deterring would-be intruders before combat begins.
War Dogs
Characters must possess the canine handling I ability in order to purchase or make use of a war dog. These animals are specially bred and trained for aggression, control and discipline, and will not respond properly to handlers lacking the necessary skill. A war dog arrives already trained to “protect” its designated owner, though it requires a full week of continuous association before this protective behaviour becomes instinctive. During this time, the dog must remain in close proximity to the character, sleep nearby and be fed and cared for exclusively by its handler.
War dogs also possess the on guard ability and may be taught any of the same behaviours available to companion dogs, including more docile or socially neutral tasks. Despite their heightened aggression and discipline, war dogs are capable of forming bonds with other members of the party, provided those individuals have been taught to feed the dog. When this condition is met, the dog may become loyal and friendly to those individuals over time. However, absent such training, the war dog may remain aloof or indifferent to others, even if instructed to protect them. There is no risk of the dog attacking an ally unless the animal is deliberately mistreated or provoked.
Breeds used for war dog purposes include mastiffs, rottweilers and bulldogs. These animals are physically larger and more robust than their modern counterparts, with historic lineages that accentuate strength, stamina and controlled aggression. In the game world, bulldogs in particular have been bred not only for war but also for dangerous blood sports such as bull-baiting and bear-baiting, described further below. War dogs typically weigh between 120 and 150 lbs. and are bred to attack as creatures with 2 hit dice. They possess 2d6+6 hit points, making them both durable and dangerous. Mastiffs trained as war dogs lose the capacity to manage other draft animals or perform cart-pulling duties, as their temperament and focus shift entirely toward combat function.
War dogs also possess the trained ability to “attack,” which may be commanded in addition to their protective instincts. A handler with the appropriate sage ability may direct a war dog to attack a specific enemy within 40 feet (8 combat hexes), requiring the expenditure of 1 action point (AP). The handler must point or otherwise indicate the target clearly. Once this command is given, the dog will charge and engage the target without hesitation, maintaining the attack with singular focus until the enemy is either killed, escapes or the handler calls the dog off (also costing 1 AP). If the combatant is incapacitated or slain, and the surrounding situation permits, the war dog may attempt to maul or consume part of the enemy's remains, in keeping with its bred behaviour and natural instincts. The ability to issue this attack command is only functional after the war dog has been associated with the handler for at least one week.
See also,
Animal Training (sage field)
Dog (wild)