Dovers are a race of noble canine humanoids. They are lawful,
honest, organized and refined. They have a civilization rivaling
that of humanity, although far younger. A dover resembles a
large German shepherd or other dog walking on two legs, their
demeanor radiates confidence and courage. Dovers have
great respect for nature and their cities are designed around
nature rather then harming it. They make use of trees, caverns
and other natural features as part of their buildings. Dovers
see themselves as guardians of nature and will war against
those who use nature improperly. Dover’s believe that nature
is both giving and cruel, often striking down those that it
disfavors. It also reflects the dover’s martial nature. Dovers are
carnivores and they regulate their births and growth so as not
to overwhelm an area. As their population grows a section of
their tribe will leave to start a new independent colony. Dover
society is highly organized and ruled by their nobles. All dovers
are naturally ambidextrous and do not roll for hand.Dovers
make strong allies and untiring foes. Dovers live about 80
years.
1. Use one weapon at ½ the required exp.
2. Dovers may take Ranger, at ½ required exp.
3. Dovers may begin adventuring as a rank 1 templar, knight or cleric. If they choose knight they automatically
receive rank 10 in horsemanship. (Does count toward adventurer/hero)
4. Night vision, Dovers see as a human does on a partially sunny day. They may see 400 under an open sky and
200 underground.
5. Heighten Sense of Smell: In closed areas there is a 5 X PC chance that a Dover can identify creatures that have
frequented the area. They can also tell if these creatures are within 500 ft range. In Open areas Dover can sniff the
ground to track scent up to 500 ft away 4 X PC roll every 100 ft (Once scent is lost it is lost forever)
6. Keen Hearing (like a dog) +20% to detect ambush.
7. Speak with animals as the spell in earth magics, except it is exercised as a talent.
8. Bite does +1/4 (cc) damage with a 60% base (extra attack)
9. Make one roll on the bogey table.
Dovers:
PS+4 MD-1 AG+4 WP+2 EN+1 FT+3 TMR+2 PB-1 PC=12 NA=3