Canids

Canids are short humanoids that resemble dogs. They tend to be less than three feet tall, have fur over their entire bodies, and have faces that could be mistaken for the face of a dog.

Society

There are some canids that live in human or dwarven cities, but most reside in family units in natural areas. They prefer to live underground, and will dig tunnel systems as their family grows.

Canids are skilled craftsman, wielding bronze or even steel weapons. They are great with tools and weapons, with an affinity for spears, short swords, and metal tipped arrows.

In some places they have used their metalworking to have expansive cavernous cities that sometimes even have buildings on the surface. In the heart of Uhera lies the greatest Canid society, a theocracy dedicated to their creator Goddess Ehylyn and the Goddess of family, Ela.

Combat Tactics

Canids will always try to fight out in the open grasslands of their homelands. They are well adapted to fighting in the tall grasses, which inflict a penalty of -1 to the primary dice of creatures that are shorter than the grass. They are extremely agile in the grass and will engage in combat requiring lots of movement - heroes should expect to have to use movement or ranged weapons.

Fire Magic

All canids have inherent fire magic capabilities, gifted to them by the Goddess Ehylyn who created them to live in the vast savannahs of the southern continent Uhera. These skills must be trained, though, so most canids cannot use fire magic. Those chosen to be mages do not inherently have positions of power, but they often do lead.

Ice Magic

Some canids have discovered that along with an affinity for fire, their kind have an affinity for ice magic as well. This is highly forbidden knowledge, though, and canids that wield ice magic are deemed heretics and hunted by other canids.

Canids: Grassland Warrior.

You are unaffected by the negative effects of tall grass. In addition, if you end your turn in grass taller than you, you may move 2 without provoking attacks of opportunity.

Lvl 1/4 small - Melee
10
  • Stab.

Works well as a minion, too.

Lvl 1/4 small - Ranged
10
  • Shoot..

    Range: 8. Cannot crit.

Works well as a minion, too.

remixed from Canid
Lvl 1/2 small - Ambusher
18
Opportunist Hunter.

If all of your enemies roll <20 on their initiative, you go first.

  • Spear..

    Range: 4

  • Stab.
remixed from Canid
Lvl 1 small - Controller
24
Fire Mages: Fire Infused Attacks.

Heroes may choose to have an attack miss them if they allow an item they are carrying to burn away to nothing (if multiple small things occupy one inventory slot, they all burn).

Pick one
  • Fire Shot..

    Range: 8

  • Ignite the Ground.

    Ignite a 2 by 2 square of grass within Range: 6 with a magical flame that doesn't spread. Anyone that enters or starts their turn in the fire takes 1d12 fire damage. This flame lasts for 1 minute.

remixed from Canid
Lvl 1 small - Ranged
20
Steady.

If you attack before you move, your hits deal an extra 1d6.

  • Shoot..

    Range: 8.

A canid archer who knows what she's doing, but isn't necessarily an expert in his craft.

remixed from Canid with a Bow
Lvl 3 small - Controller
40
Fire Mages: Fire Infused Attacks.

Heroes may choose to have an attack miss them if they allow an item they are carrying to burn away to nothing (if multiple small things occupy one inventory slot, they all burn).

Pick two
  • Fire Shot..

    Range: 8

  • Ignite the Ground.

    Ignite three 2 by 2 squares of grass within Range: 8 with a magical flame that doesn't spread. Anyone that enters or starts their turn in the fire takes 1d12 fire damage. This flame lasts for 1 minute.

  • Strike with Flame! (Once).
remixed from Canid Mage Learner
Lvl 3 small - Ranged
30
Ice Mages: Ice Infused Strikes.

A hero may choose to make one of your attacks miss by having their movement speed reduced by 1 until they complete a Safe Rest.

Pick one.
  • Ice Shot (x2)..

    Range: 8

  • Ice Block.

    Create a 3 by 3 block of ice that lasts for one minute. If it takes more than 10 damage from one attack, it breaks.

  • Encase with Ice! (Once)..

    Reach: 4. On damage: If any die roll a 4, target is Slowed for a minute.

remixed from Canid Mage
Lvl 3 small - Melee
50
Weapon Diversity.

If you make an attack with a different weapon than you attacked with already on the same turn, you cannot miss.

Choose three:
  • Dagger..

    Thrown: 4

  • Shortsword.
  • Tooth and Claw.
remixed from Canid
Lvl 4 small - Melee
50
Weapon Diversity - Level 2.

If you make an attack with a different weapon than you attacked with already on the same turn, you cannot miss and an ally within Reach: 2 can make an attack.

Choose two:
  • Dagger..

    Thrown: 4

  • Shortsword.
  • Tooth and Claw.
remixed from Canid Warrior
Lvl 5 small - Ranged
50
Ice Mages: Ice Infused Strikes.

A hero may choose to make one of your attacks miss by having their movement speed reduced by 1 until they complete a Safe Rest.

Pick one.
  • Ice Shot (x3)..

    Range: 8

  • Ice Block.

    Create two 3 by 3 blocks of ice within Range: 10 that last for one minute. If any individual block takes more than 10 damage from one attack, it breaks.

  • Encase with Ice! (Once)..

    Reach: 5. On damage: If any die roll a 4, target is Restrained for a minute.

remixed from Canid Heretic
Lvl 6 small - Support
50
Weapon Diversity - Level 2.

If you make an attack with a different weapon than you attacked with already on the same turn, you cannot miss and an ally within Reach: 2 can make an attack.

Choose two:
  • Silver Dagger..

    Thrown: 4

  • Longbow..

    Range: 8

  • Arc Spear (Once)..

    Thrown: 8. On hit: Also hits the nearest creature to target other than yourself.

remixed from Canid Captain
Lvl 7 small - Controller
79
Fire Mages: Fire Infused Attacks.

Heroes may choose to have an attack miss them if they allow an item they are carrying to burn away to nothing (if multiple small things occupy one inventory slot, they all burn).

Pick two
  • Fire Shot..

    Range: 8

  • Ignite the Ground.

    Ignite nine 2 by 2 squares of grass within Range: 12 with a magical flame that doesn't spread. Anyone that enters or starts their turn in the fire takes 1d12 fire damage. This flame lasts for 1 minute.

  • Strike with Flame! (Once).
  • Ignite the Plains! (Once).

    All grass within Reach: 12 ignites in a magical flame that doesn't spread. Anyone that enters or starts their turn in the fire takes 1d12 fire damage. This flame lasts for 1 minute.

remixed from Canid Mage
Lvl 10 small - Support
120
Weapon Diversity - Level 3.

If you make an attack with a different weapon than you attacked with already on the same turn, you cannot miss, summon a Canid minion within Reach: 4, and an ally within Reach: 4 can make an attack

Choose three:
  • Silver Dagger..

    Thrown: 4

  • Longbow..

    Range: 8

  • Arc Spear..

    Thrown: 8. On hit: Also hits the nearest creature to target other than yourself.

remixed from Canid Commander
Lvl 12 small - Ranged
150
Ice Mages: Ice Infused Strikes.

A hero may choose to make one of your attacks miss by having their movement speed reduced by 1 until they complete a Safe Rest.

Pick one.
  • Ice Shot (x6)..

    Range: 8

  • Ice Wall (Once).

    Create five 4 by 4 blocks of ice within Range: 20 that last for one minute. If any individual block takes more than 10 damage from one attack, it breaks.

  • Encase with Ice! (Once)..

    Reach: 5. On damage: If any die roll a 4, target is Restrained for a minute.

  • Mana Potion (Once).

    Restore all uses of other (Once) abilities.

remixed from Canid Cultist
Lvl 17 small - Controller
244
Fire Mages: Fire Infused Attacks.

Heroes may choose to have an attack miss them if they allow an item they are carrying to burn away to nothing (if multiple small things occupy one inventory slot, they all burn).

Leader of Faith.

All canids within Reach: 12 are immune to fire damage.

Pick two
  • Fire Shot..

    Range: 8

  • Ignite the Ground.

    Ignite fifteen 2 by 2 squares of grass within Range: 24 with a magical flame that doesn't spread. Anyone that enters or starts their turn in the fire takes 1d12 fire damage. This flame lasts for 1 minute.

  • Strike with Flame!.

    On hit (Once): Deal an extra 72 damage

  • Ignite the World! (Once).

    All grass within Reach: 24 ignites in a magical flame that doesn't spread. Anyone that enters or starts their turn in the fire takes 1d12 fire damage. This flame lasts for 1 minute.

  • Divine Fireball (Once)..

    Range: 12. AoE: 5 square sphere. Dex save for half.

remixed from Canid Mage Master