Dogfolk (8-9 RP)


Table of contents

General description

Distant cousins of domesticated hounds, dogfolk are a loyal race thriving in human cities. They value community above all and have an enormous capacity to care for and lead others.

Dogfolk come in small and medium size. Though the young race has a tradition of working in town guards and the military, their talents are as varied as their breeds. Where one dogfolk might rise the ranks of the merchants guild, another will become a renowned thief or honorable knight.

Dogfolk are direct products of the environments in which they are raised. Thus, wild dogfolk raised among barbarians are as ruthless and violent as orcs.

No matter their alignment, dogfolk live by clear-cut rules of conduct. They find value in the communities they serve and aspire to impress others. They are dependable friends and valuable leaders to those who share their convictions.

Physical description

Dogfolk can be small or medium size. Their appearances are as varied as dog breeds, from the elegant Afghan Hound to the muscled American Pit Bull and the petite Yorkshire Terrier.

Their fur and hair comes in white, black, grays, reds, browns, and the rare blue. Dogfolk are distinguishable from typical dogs by their developed extremities.

Dogfolk hair and fur grows in accordance to breed. Many dogfolk shave patterns into their fur or grow out their hair and braid it.

Those hired as guards or working in guilds take pride in their uniforms and will keep their armor, weapons, and clothes clean. Off duty, dogfolk wear simple clothing.


Pups, or young dogfolk, are born in litters of two to four. While a pup might spend the better part of his first year and a half on all fours, by two they are found walking.

Dogfolk are protective of their young, and both parents are involved in the pup’s development. As dogfolk live in human-dominated societies, dogfolk customs are similar to those of humans.

Dogfolk have a troubled past, however, when they were looked down upon by other races. Due to their striking resemblance to dogs, dogfolk were regularly accused of being slow or described as overgrown dogs.

Because of this, dogfolk found themselves being recruited for more labor-intensive jobs. Many dogfolk found prestige working as guards, soldiers, and bodyguards, and the race now honors these lines of work.

Dogfolk have a high regard for authority and the church. Those blessed with a gift for spellcasting are encouraged to serve the church, become battle mages, or join a guild where their talents can serve the community.

At home, dogfolk have worked to be more humanlike over the years, sometimes purchasing bed frames, mattresses, and sheets for their homes when, in fact, they are comfortable sleeping on simple mats.

Dogfolk homes are plainly decorated. Their homes might have the framed badges and medals of family members, or portraits of those who have died. However, because dogfolk love the outdoors, they take great strides to live in homes with large windows they can leave open.

Dogfolk live in tightknit communities. While most dogfolk only ever live with their immediate family members, they are close with their neighbors. Their communities host regular events. Some dogfolk festivals celebrate political events or the return or departure of soldiers. When a pup is born, dogfolk families celebrate by howling in celebration.


Dogfolk get along well with most races, especially those seen as outsiders in everyday society. However, dogfolk have a strong regard for authority and the status quo, and will butt heads with those who undermine them. For dogfolk, the unpredictability of otterlings make them difficult to work with.

Dogfolk see themselves as party leaders and expect to be heard. They dislike losing face with guards and influential figures. Owed to their altruism, dogfolk often take it upon themselves to protect others.

Dogfolk are habit forming and prefer to work with groups that have clear, established codes of conduct. They will not hesitate to punish party members who have gone against the established code, going so far as to handcuff them and force them to return stolen goods, pray at church, or make amends with family members of a victim.

Smaller dogfolk in particular get along well with halflings and gnomes. Their high energy and love of the rush that comes with adventure means they travel well and do their work with great enthusiasm.

Alignment and religion

Dogfolk can be played as any lawful alignment.

As a race that has spent decades rising up from the lower echelons of society, they have an innate desire to care for and protect others, especially the poor. Corruption among authoritative figures — from guardsmen to mayors — infuriates them.

No matter their alignment, dogfolk follow strict codes of conduct. Even evil dogfolk will follow an established code and expect others to follow it, no matter how twisted it might be.

Dogfolk worship gods that value community, honor, and hard work.


Many dogfolk grow up hearing the tales of heroic adventurers and accomplished soldiers. Those who aspire to make a name for themselves join the military or serve officials who might take them across the lands. Others join guilds or take up quests that serve their communities. Even more will save what money they can and go out into the world in search of an adventure worth telling.

Dogfolk aim to leave their print on the world. No matter their accomplishments, however, few dogfolk forget their people’s history and will offer others opportunities to rise from squalor or change their ways for the better.

More experienced dogfolk take up arms against evil forces plaguing the lands. Those who rise the ranks of a guild or other organization use their influence to better the towns, cities, or regions where they dwell.

Dogfolk who grow up in the wild often do so in the company of orcs. In these brutal societies, these dogfolk have twisted visions of glory and honor, believing their place is at the head of an unruly clan.

No matter their alignment, dogfolk are drawn to hierarchies. They have a strong respect for authority and a desire to make themselves known, whether by helping plant a garden or lead an ambush.

Dogfolk names

Dogfolk have uninspiring first names, many following the naming customs of humans. Their last names, however, are indicative of their homelands.

Dogfolk who grow up among evil creatures have names that are harsh on the throat, favoring g- and r-sounds.

In general, dogfolk frown upon pet names. They are keenly aware of their less-evolved counterparts and would rather not be equated to them.

Dogfolk racial traits

Type: Humanoid (Dogfolk)
+2 Strength, +2 Charisma, -2 Wisdom: Medium dogfolk are strong and passionate, but rely more on hierarchies than common sense.
+2 Dexterity, +2 Charisma, -2 Wisdom: Small dogfolk are nimble and have a magnetic presence, but might not think through their decisions.
Small or Medium: Dogfolk can be Small or Medium creatures. Medium creatures receive no bonuses or penalties due to their size. Small creatures gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: Medium dogfolk have a base speed of 30 ft. Small dogfolk have a base speed of 20 ft.
Low-Light Vision: Dogfolk can see twice as far as humans in conditions of dim light.
Scent for Familiarity: Dogfolk noses are adapted to sniffing out allies on the battlefield and in the wild. This functions like the scent ability, but only for allies and creatures the dogfolk is personally familiar with, such as an animal companion or familiar.
Diplomatic: Dogfolk are friendly and have a high regard for authority. They receive a +2 racial bonus on Diplomacy checks.
On All Fours: Four legs are better than two. Dogfolk gain Run as a bonus feat at 1st level.
Languages: Common. Dogfolk with high Intelligence scores can choose from the following: Dwarven, Elf, Gnome, Halfling, and Orc.

Alternate racial traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

Social Ties: Dogfolk gain a +2 racial bonus on Diplomacy checks, and on any skill checks to recruit members and teams for an organization. They also add a +1 racial bonus to their Leadership scores (if they gain the Leadership feat).

This racial trait replaces the On All Fours trait.

Favored class options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

Barbarian: Add +1 to the dogfolk’s total number of rage rounds per day.
Bard: Add +1 to the dogfolk’s total number of bardic performance rounds per day.
Fighter: Add +1 to the fighter’s CMD when resisting two combat maneuvers of the character’s choice.
Paladin: Add +1/6 to the morale bonus on saving throws provided by the paladin’s auras.
Ranger: Add +1/4 to the number of opponents the ranger may select when using hunter’s bond to grant a bonus to allies. All selected creatures must be of the same type.
Rogue: The rogue gains +1/6 of a new rogue talent.


One thought on “Dogfolk (8-9 RP)

  1. It would appear that they do lean towards lawful in all cases. Most would also appear to lean more towards good as well. Recurrent themes of order in the descriptions, as well as repeated references to being protective of the weak, do point in that direction. While any good back story can accommodate any choice in alignment, this really does appear to have a particular lean to it.


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