TEXT: At one time or another just about everybody has
  wanted a Dog as a partner or a sidekick.  The
  following rules allow for characters in Haven: City of
  Violence D20 Modern or D20 Modern to acquire loyal
  canine partners, which may be selected from a number
  of options, such as breed or special training.  
  Getting a Dog
  While the stat blocks that follow may be used to for
  any dog encountered and characters may train dogs
  using the Handle Animal skill, a true canine partner is
  not such an easy thing to find.  To have such a partner
  a character must select the Man’s Best Friend feat.
  Any dog may be trained through Animal Handling as
  described in the d20 Modern Roleplaying game, but
  dogs gained through the Man’s Best Friend feat have a
  certain special quality to them.  
  Character Feats
  Any of the following feats may be selected by charac-
  ters.  
  BAd  Dog
  Requires  the  use  of  the  d20  Modern™  Roleplaying  Game,  published  by  Wizards  off  the  Coast,  Inc.
  A  d20  Modern  Sourcebook
  Written  by  Lee  Hammock  &  Louis  Porter  Jr
  Mans Best Friend
  You have a special rapport with a canine that serves as
  your loyal partner and sidekick.  
  Prerequisite: Handle Animal 4 ranks
  Benefit: You gain a canine partner who readily
  follows you around and obeys whatever commands he
  or she is trained to follow.  Select one of the types of
  dogs listed below and one dog templates to determine
  the abilities of your dog.  Additional commands may
  be learnt as normal using the Handle Animal skill.  
  The dog will willingly risk its life for you, though it is
  still only as intelligent as a dog.  It will readily fight to
  the death to defend you.  If your dog is killed another
  dog finds its way into your life within six months of
  the original dog’s death.  .  
  Special: This feat may be selected multiple times to
  gain a pack of dog sidekicks.  
  
  Dog Feats
  The following feats may only be selected by canines who gain
  feats through the Dogman advanced class or through their dog
  template. 
  Frothing Rage
  Dogs with this feat can drive themselves into a killing frenzy in
  combat, often frothing at the mouth while doing so.
  Prerequisite: Con 9+
  Benefit: A dog with this feat can fly into a rage a certain
  number of times per day. In a rage, a dog temporarily gains a +4
  bonus to Strength, a +4 bonus to Constitution, and a +2 morale
  bonus on Will saves, but takes a –2 penalty to Armor Class. The
  increase in Constitution increases the dog’s hit points by 2
  points per level, but these hit points go away at the end of the
  rage when his Constitution score drops back to normal. (These
  extra hit points are not lost first the way temporary hit points
  are.) While raging, a dog cannot use any Charisma-, Dexterity-,
  or Intelligence-based skills. He can use any feat he has except
  Combat Expertise, item creation feats, and metamagic feats. A
  fit of rage lasts for a number of rounds equal to 3 + the dog’s
  (newly improved) Constitution modifier. A dog may prematurely
  end his rage. At the end of the rage, the dog loses the rage
  modifiers and restrictions and becomes fatigued (–2 penalty to
  Strength, –2 penalty to Dexterity, can’t charge or run) for the
  duration of the current encounter.
  A dog can fly into a rage only once per day.  Entering a rage
  takes no time itself, but a dog can do it only during his action,
  not in response to someone else’s action.
  Special: This feat may be selected multiple times, each time
  allowing the dog to enter a frothing rage one additional time per
  day.   
  Growl of the Beast
  The growl of a dog with this feat is a terrifying sound that sends
  many who hear it running.
  Benefit: When the dog uses this feat, which requires an attack
  action, all opponents within 10 feet who have fewer hit dice
  must make a Will save (DC 10 + ½ the dog’s hit dice + the
  dog’s Charisma modifier).  Creatures larger than the dog receive
  a +4 bonus on this save per size level larger than the dog.  An
  opponent who fails his save is shaken, taking a -2 penalty on
  attack rolls, saves, and skill checks for a number of rounds
  equal to 1d6 + your Charisma modifier with a minimum of one
  round.  
  A successful save indicates that the opponent is immune to this
  dog’s growl for 24 hours.   
  Leader of the Pack
  A dog with this feat is the leader of its pack and can rallies his
  fellows in battle.
  Prerequisite: Charisma 7+
  Benefit: A dog with this feat gains a +2 bonus to Charisma and
  any dogs within 30 feet who are allied with the dog gain a +2
  morale bonus to Will saves.  Multiple dogs with this feat do not
  stack their bonuses to Will saves.
  Low Light Vision
  Dogs with this feat can see much better than humans in poorly
  illuminated conditions.
  Benefit: The dog can see twice as far as a human in poor
  lighting conditions.  
  Lucky
  Dogs with this feat are abnormally lucky, escaping unscathed
  from the worst of situations.
  Benefit: The dog gains 1 action point that refreshes normally.  
  Special: This feat may be selected multiple times, each time
  giving the dog one action point.  
  Nondescript
  Nondescript dogs easily blend in with other dogs, making them
  difficult to pick out in a crowd.
  Benefit: Anyone trying to pick a dog with this feat out of a
  group, recognize a dog with this feat that was previously seen,
  or describe a dog with this feat suffers a -4 penalty to all Spot,
  Search, or other relevant skill checks.  
  Obedient
  Dogs with this feat follow orders readily, even when doing so
  puts them at great risk.
  Prerequisites: Wisdom 9+
  Benefit: When acting under orders from the dog’s owner, the
  dog receives a +4 morale bonus to Will saves.  
  Out of Nowhere
  Fading into the background, dogs with this feat are hard to see
  coming.
  Benefit: Attempts to detect the dog using Spot and Search skills
  suffer a -2 penalty.  
  Seeing Eye Dog Training
  Dogs with this feat are trained to lead blind people through the
  confusing and busy urban environment.
  Benefit: Blind individuals led by a seeing-eye dog may move at
  ¾ speed and the dog may make any Spot or Listen checks
  necessary for the blind person to avoid harm.  
  PAGE  2
  D20  MODERN
  
  Sixth Sense
  Able to smell danger on the wind, dogs with this feat always
  seem to know when danger is coming.  
  Benefit: The dog receives a +4 bonus to all Spot, Listen, or
  other skill checks used to detect danger.  
  Dogman Advanced Class
  Both the wizened hunter and the police canine officer rely on
  their canine companion to survive from day to day, and such
  relationships can become as strong as any human relationship.
  The Dogman is an individual who ha spent a great deal of time
  working with and training his dog so the two can function like a
  well oiled machine.  Dogmen are found in many walks of life
  and professions, but all have a deep love of their animals in
  common.  Hurt a Dogman’s dog and you will receive revenge
  ten fold in return.
  Choose the Dogman class if you want to be a part of a dedicated
  human and dog team, willing trade their lives for each other and
  far more effective together than apart.  
  Requirements
  To become a Dogman, a character must fulfill the following
  criteria.
  Base Attack Bonus: +3.
  Skills: Handle Animal 6 ranks.
  Feat: Animal Affinity, Man’s Best Friend. 
  Class Information
  The following information pertains to the Dogman advanced
  class.
  Hit Die: The Dogman gains 1d8 hit points per level.  The char-
  acter’s Constitution modifier applies.
  Action Points: The Dogman gains a number of action points
  equal to 6 + one half his character level, rounded down, every
  time he attains a new level in this class.
  Class Skills:
  The Dogman’s class skills are as follows.
  Bluff (Cha), Climb (Str), Drive (Dex), Handle Animal (Cha),
  Intimidate (Cha), Jump (Str), Knowledge (Behavioral Sciences,
  Current Events, Popular Culture, Streetwise, Tactics) (Int),
  Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot
  (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis), Tumble
  (Dex). 
  Skill Points at Each Level: 5 + Int modifier.
  Class Features:
  The following class features pertain to the Dogman advanced
  class.
  Canine Companion
  At 1st level, the Dogman’s dog from Man’s Best Friend
  becomes an animal companion of the Dogman. The dog cannot
  have more Hit Dice than the Dogman has character levels.  If
  the Dogman has the Man’s Best Friend feat this ability only
  applies to one of the dogs.  
  The dog remains an animal, but may gain additional abilities
  according to the level of the Dogman (see Canine Companions)
  If the dog is killed a new one will find its way into the
  Dogman’s life within six months, though some training may be
  necessary to gain the full bonuses of this class ability.  
  Canine Companions
  As the Dogman grows in power and ability, so too does the
  power of her animal companion.
  PAGE  3
  D20  MODERN
  Dogman
  Base
  Class 
  Attack
  Fort
  Ref
  Will
  Defense
  Reputation
  Level
  Bonus
  Save
  Save
  Save
  Special
  Bonus
  Bonus
  1st
  +0
  +1
  +1
  +0
  Animal Companion, Animal Empathy
  +1
  +1
  2nd
  +1
  +2
  +2
  +0
  Partner, Dog Feat
  +2
  +1
  3rd
  +2
  +2
  +2
  +1
  Bonus Feat
  +2
  +1
  4th
  +3
  +2
  +2
  +1
  Dog Feat
  +3
  +2
  5th
  +3
  +3
  +3
  +1
  Partner Block
  +3
  +2
  6th
  +4
  +3
  +3
  +2
  Bonus Feat, Dog Feat
  +3
  +2
  7th
  +5
  +4
  +4
  +2
  Dog Handling Mastery
  +4
  +3
  8th
  +6
  +4
  +4
  +2
  Dog Feat
  +4
  +3
  9th
  +6
  +4
  +4
  +3
  Bonus Feat
  +5
  +3
  10th
  +7
  +5
  +5
  +3
  Dog Feat
  +5
  +4
  There are only 10 levels to this class
  
  Class
  Bonus
  Natural
  Str/Dex
  Level
  HD
  Armor
  Adj.
  Special
  2-3
  +0
  0
  +0
  Link
  4–5
  +2
  2
  +1
  Evasion
  6
  +4
  4
  +2
  Devotion
  7
  +6
  6
  +3
  8
  +8
  8
  +4
  Improved
  9
  +10
  10
  +5
  evasion
  10
  +12
  12
  +6
  Class Level: The level of the Dogman.
  Bonus HD: These are extra eight-sided (d8) Hit Dice, each of
  which gains a Constitution modifier, as normal. Remember that
  extra Hit Dice improve the canine companion’s base attack and
  base save bonuses. A canine companion’s base attack bonus is
  equal to a Dogman whose level equals the animal’s HD. A
  canine companion has good Fortitude and Reflex saves (treat it
  as a character whose level equals the animal’s HD). The animal
  companion doesn’t gain any extra skill points or feats for bonus
  HD.
  Natural Armor: The number listed here is an improvement to
  the animal companion’s natural armor rating.
  Str/Dex Adj.: Add this figure to the animal companion’s
  Strength and Dexterity scores.
  Link (Ex): The Dogman gains a +4 circumstance bonus on
  Animal Empathy and Handle Animal checks made regarding the
  animal companion.
  Evasion (Ex): If the animal companion is subjected to an attack
  that normally allows a Reflex saving throw for half damage, it
  takes no damage if it makes a successful saving throw.
  Devotion (Ex): The animal companion’s devotion to its master
  is so complete, it gains a +4 morale bonus on all Will saves
  against Enchantment spells and effects.
  Improved Evasion (Ex): If the animal companion is subjected
  to an attack that normally allows a Reflex saving throw for half
  damage, it takes no damage if it makes a successful saving
  throw and only half damage if the saving throw fails.
  Animal Empathy
  At 1st level, the Dogman gains the ability to use her Handle
  Animal skill to improve the attitude of an animal. The interac-
  tion is treated as a Diplomacy skill check, with Handle Animal
  used instead of Diplomacy. The Dogman needs to be within 30
  feet of the creature to use this ability.
  Most domestic animals have a starting attitude of indifferent,
  while most wild animals are unfriendly. (Exceptions exist:
  trained guard dogs may have an initial reaction of hostile to
  strangers.) Animal empathy does not function on vermin.
  Partner
  At 2nd level, the Dogman’s dog may use the Aid Another action
  when his master is using the following skills: Bluff (Cha),
  Demolitions (Int), Disable Device (Int), Handle Animal (Cha),
  Intimidate (Cha), Listen (Wis), Search (Int), Sense Motive
  (Wis), Spot (Wis), Survival (Wis).   The Dogman may also use
  the Aid Another action to assist his dog in situations where the
  dog has a better skill bonus.  
  Dog Feat
  At 2nd, 4th, 6th, 8th, and 10th level the Dogman’s dog gets a
  bonus feat.  This feat must be selected from the list below and
  the dog must meet all the prerequisites for the feat.  
  Acrobatic, Agile Riposte, Alertness, Athletic, Attentive, Blind-
  Fight, Cleave, Combat Reflexes, Confident, Dodge, Endurance,
  Frothing Rage, Great Cleave, Great Fortitude, Growl of the
  Beast, Guide, Heroic Surge, Improved Bull Rush, Improved
  Damage Threshold, Improved Initiative, Iron Will, Leader of the
  Pack, Lightning Reflexes, Low Light Vision, Lucky, Mobility,
  Obedient, Out of Nowhere, Power Attack, Run, Seeing-Eye Dog
  Training, Sixth Sense, Spring Attack, Stealthy, Toughness,
  Trustworthy, Weapon Finesse, Weapon Focus.  
  Bonus Feat
  At 3rd, 6th, and 9th level the Dogman gets a bonus feat.  The
  bonus feat must be selected from the following list, and the
  Dogman must meet all the prerequisites for the feat to select it.  
  Alertness, Athletic, Attentive, Cautious, Confident, Deceptive,
  Dodge, Endurance, Frightful Presence, Great Fortitude, Guide,
  Personal Firearms Proficiency, Point Blank Shot, Precise Shot,
  Run, Stealthy, Surface Vehicle Operation, Toughness, Track,
  Trustworthy.  
  Partner Block
  At 5th level the Dogman and his canine companion gain the
  ability to reflexively leap in front of attacks meant for the other.
  When the two are standing in adjacent 5 foot squares and either
  the Dogman or his canine companion is struck for damage the
  one who was not struck may leap in front of the attack by
  making a successful Reflex save against a DC equal to the
  successful attack roll.  If the Reflex save is successful the party
  seeking to block the attack succeeds and takes the damage
  instead, including any critical damage.  The Dogman and his
  canine companion may each do this once each round.  
  Dog Handling Mastery
  At 7th level the Dogman receives a +4 competence bonus to all
  Handle Animal checks made involving dogs and can take 10 on
  any Handle Animal check involving dogs regardless of the
  conditions.  
  Dog Breeds
  This is a listing of the most common Dog types that can be
  found in and around the city of Haven.  This list is not all-inclu-
  sive but it is a starting point.
  AKITA 
  The Akita is known for its intelligence, strength, and loyalty.
  They make excellent guard dogs, companion animals and
  PAGE  4
  D20  MODERN
  
  household pets.  Akitas are especially suited for city life, as they
  are not bothered by small spaces such as apartments.  The first
  real historical evidence of the existence of the Akita goes back
  roughly 300 years to the beginning of the Edo period in Japan.
  Several Japanese experts agree that the dog’s ancestors must
  have been Chinese.  This theory is based on the fact that a dog
  similar to the Akita lives in the north of China; a dog with a
  wither height and a red coat.  It is told that in the 8th century, in
  the mountains of Odate, a hound existed: the Matagi Inu.  In the
  hard to reach mountaintops the breed remained purebred.  The
  Matagi Inu was a fantastic hunting dog, used for hunting bears,
  boars and other big game.  Apparently, the animal was so
  respected for this that he was the only dog that was allowed in
  places where no shoes were to be worn and animals were not
  allowed to tread the floor.  The Akita’s character is the result of
  centuries of breeding in Japan.  Japanese history, both verbal
  and written, describes the Akita as one of the oldest of the
  native dogs.  Centuries ago the breed was owned only by the
  Shogun, the imperial leaders of the country.  The Akita devel-
  oped in the Akita prefecture, the northernmost region of the
  island of Honshu.  Bred to hunt, guard, and herd, this swift,
  agile, unswervingly tenacious dog tracked large game and held
  it at bay until the royal hunters arrived to make the kill.  The
  Akita’s quarry included elk, antelope, boar, and the 800-pound
  Yezo bear.
  Akita Species Traits
  Bonus Feat: Akitas receive the Power Attack feat as a bonus
  feat.  
  Scent (Ex): This ability allows an akita to detect approaching
  enemies, sniff out hidden foes, and track by sense of smell. See
  Special Qualities in the d20 Modern Roleplaying Game for
  more information.
  Skill Bonus: Akitas gain a +2 species bonus on Jump checks.
  Akitas also gain a +4 species bonus on Survival checks when
  tracking by scent.
  Medium-Size Dog: CR 1; Medium-size animal; HD 2d8+6; hp
  15; Mas 16; Init +3; Spd 40 ft.; Defense 14, touch 13, flat-
  footed 11 (+2 Dex, +1 natural); BAB +1; Grap +4; Atk +4
  melee (1d6+4, bite); Full Atk +4 melee (1d6+4, bite); FS 5 ft.
  by 5 ft.; Reach 5 ft.; SQ scent; AL none or owner; SV Fort +6,
  Ref +6, Will +1; AP 0; Rep +0; Str 16, Dex 16, Con 17, Int 2,
  Wis 12, Cha 6.
  Skills: Jump +5, Listen +5, Spot +5, Survival +1 (+5 when
  tracking by scent), Swim +6.
  Feats: Power Attack.  
  ALASKAN HUSKY
  A working class dog if there ever was one, the Alaskan Husky
  fits the role nearly perfect.  There was one kind of dog that
  especially dominated the sled dog competitions, a cross-breed of
  wolves, huskies, and Irish Setters.  This cross breed made a very
  strong dog with a lot of strength and endurance.  These dogs
  initially were bred by the Athabasca Indians, but the Alaskan
  Husky is not a recognized breed of its own; it is more a type of
  PAGE  5
  D20  MODERN
  
  dog.  Because of the different lines, it is difficult to characterize
  the dog in a uniform standard.  The Alaskan Husky is always
  very athletic, with big thigh muscles. They often have the char-
  acteristic curved sled dog tail and can be either one solid color
  or multicolored - mainly black, grey and white but also red or
  brown. 
  Alaskan Husky Species Traits
  Bonus Feat: Alaskan huskies receive the Endurance feat as a
  bonus feat.  
  Cold Resistance: Alaskan huskies have cold resistance equal to
  their Constitution bonus, which usually is +2.
  Scent (Ex): This ability allows an Alaskan husky to detect
  approaching enemies, sniff out hidden foes, and track by sense
  of smell. See Special Qualities in the d20 Modern Roleplaying
  Game for more information.
  Skill Bonus: Alaskan huskies gain a +2 species bonus on Jump
  checks. Alaskan huskies also gain a +4 species bonus on
  Survival checks when tracking by scent.
  Alaskan Husky: CR 1; Medium-size animal; HD 2d8+4; hp
  13; Mas 16; Init +2; Spd 40 ft.; Defense 13, touch 12, flat-
  footed 11 (+2 Dex, +1 natural); BAB +1; Grap +4; Atk +4
  melee (1d6+4, bite); Full Atk +4 melee (1d6+4, bite); FS 5 ft.
  by 5 ft.; Reach 5 ft.; SQ scent, cold resistance; AL none or
  owner; SV Fort +5, Ref +5, Will +1; AP 0; Rep +0; Str 16, Dex
  15, Con 15, Int 2, Wis 12, Cha 6.
  Skills: Jump +5, Listen +5, Spot +5, Survival +1 (+5 when
  tracking by scent), Swim +6.
  Feats: Endurance.
  BEAGLE
  Beagles are hunting dogs, smart and quick.  Bred and developed
  primarily for rabbit hunting, the Beagle has proven itself on
  practically every species of upland game, even the difficult to
  bag pheasant.  The Beagle is commonly bred in two sizes:
  fifteen inches and under, and thirteen inches and under. Any
  hound color is acceptable. The breed has a quality of durability
  combined with a cheerful daintiness, making it a favorite of
  children and adults alike.  The Beagle is considered one of the
  oldest breeds in history and one of the original breeds of hound.
  While the true origins of the breed are lost to ancient times, the
  Beagle came into distinction during the reign of King Henry
  VIII of England, and its popularity further increased during the
  reign of his daughter, Elizabeth I.  
  Beagle Species Traits
  Bonus Feat: Beagles receive the Lucky and Guide feats as
  bonus feats.  
  Scent (Ex): This ability allows a dog to detect approaching
  enemies, sniff out hidden foes, and track by sense of smell. See
  Special Qualities in the d20 Modern Roleplaying Game for
  more information.
  Skill Bonus: Beagles gain a +2 species bonus on Jump checks.
  Beagles also gain a +4 species bonus on Survival checks when
  tracking by scent.
  Beagle: CR 1/2; Small animal; HD 1d8+3; hp 7; Mas 16; Init
  +3; Spd 40 ft.; Defense 14, touch 14, flat-footed 11 (+1 size,
  +3 Dex); BAB +0; Grap –2; Atk +3 melee (1d4+2, bite); Full
  Atk +3 melee (1d4+2, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ
  scent; AL none or owner; SV Fort +5, Ref +5, Will +2; AP 1;
  Rep +0; Str 14, Dex 17, Con 16, Int 3, Wis 14, Cha 8.
  Skills: Jump +3, Listen +6, Navigate -2, Spot +6, Survival +4
  (+9 when tracking by scent), Swim +6.
  Feats: Guide, Lucky.
  BOXER
  The Boxer is a medium sized, smooth-haired, sturdy dog of
  short square figure and strong limbs.  The muscle structure is
  very clean and powerfully developed, practically standing out
  from under the skin. Boxer’s movements are alive with energy,
  with a stride that is free and roomy and a bearing is that is
  proud and noble.  The origins of the Boxer are obscure but they
  are believed to be a descendant of the Molossian type dog,
  which was used as a war dog as early as 2000 BC by the
  Assyrians.  During the Middle Ages in England, this boxer
  developed into three principle types.  The Boxer was one of the
  first breeds used for police work in Germany.  The demands of
  police work highlight the qualities of a Boxer — intelligence,
  fearlessness, agility, and strength.
  Boxer Species Traits
  Bonus Feat: Boxers receive the Acrobatic feat as a bonus feat.  
  Scent (Ex): This ability allows a boxer to detect approaching
  enemies, sniff out hidden foes, and track by sense of smell. See
  Special Qualities in the d20 Modern Roleplaying Game for
  more information.
  Skill Bonus: Boxers gain a +2 species bonus on Jump checks.
  Boxers also gain a +4 species bonus on Survival checks when
  tracking by scent.
  Boxer CR 1; Medium-size animal; HD 2d8+4; hp 13; Mas 15;
  Init +1; Spd 40 ft.; Defense 12, touch 11, flat-footed 11 (+1
  Dex, +1 natural); BAB +1; Grap +3; Atk +3 melee (1d6+3,
  bite); Full Atk +3 melee (1d6+3, bite); FS 5 ft. by 5 ft.; Reach
  5 ft.; SQ scent; AL none or owner; SV Fort +5, Ref +4, Will
  +2; AP 0; Rep +0; Str 15, Dex 13, Con 15, Int 3, Wis 14, Cha
  8.
  Skills: Jump +6, Listen +6, Spot +6, Survival +2 (+7 when
  tracking by scent), Swim +5, Tumble +3.
  Feats: Acrobatic.  
  BULL MASTIFF
  Bull mastiffs are the lion of the dog world; massive, arrogant,
  powerful and brave -a truly underrated, undervalued king
  PAGE  6
  D20  MODERN
  
  among dogs.  When all is said and done about the various
  breeds available as guard dogs, the Bullmastiff is the profes-
  sional, being bred for the part.  The known history of this breed
  begins roughly 150 years ago in England, where it was bred
  from the Mastiff and the Bulldog.  Known as the
  “Gamekeeper’s Night-Dog,” the Bull Mastiff was used to guard
  against poachers.  During this time, the problem of keeping
  large estates and game preserves free from the depredations of
  poachers was an acute one.  Penalties were severe, yet poaching
  seemed impossible to eradicate by simply enacting laws.
  Accordingly, the gamekeeper’s life was anything but safe.
  Poachers would often prefer to shoot it out with the keeper on
  the chance of escape rather than accept the severe penalties
  which would be incurred upon apprehension.  The Bull Mastiff
  gave the Gamekeepers the edge they needed to emerge
  triumphant.
  Bull Mastiff Species Traits
  Bonus Feat: Bull mastiffs gain the Great Fortitude feat as a
  bonus feat.  
  Scent (Ex): This ability allows a bull mastiff to detect
  approaching enemies, sniff out hidden foes, and track by sense
  of smell. See Special Qualities in the d20 Modern Roleplaying
  Game for more information.
  Skill Bonus: Bull mastiffs gain a +2 species bonus on Jump
  checks. Bull mastiffs also gain a +4 species bonus on Survival
  checks when tracking by scent.
  Bull Mastiff: CR 1; Medium-size animal; HD 2d8+6; hp 15;
  Mas 18; Init +2; Spd 30 ft.; Defense 13, touch 12, flat-footed
  11 (+2 Dex, +1 natural); BAB +1; Grap +5; Atk +5 melee
  (1d6+5, bite); Full Atk +3 melee (1d6+5, bite); FS 5 ft. by 5
  ft.; Reach 5 ft.; SQ scent; AL none or owner; SV Fort +8, Ref
  +5, Will +0; AP 0; Rep +0; Str 17, Dex 15, Con 18, Int 2, Wis
  11, Cha 6.
  Skills: Jump +6, Listen +4, Spot +4, Survival +0 (+4 when
  tracking by scent), Swim +7.
  Feats: Great Fortitude.
  DOBERMAN PINSCHER
  The Doberman Pinscher is one of the most popular and
  respected dogs, serving as everything from loving pets to fear-
  some Guard dogs.  This breed of dog has always excelled as a
  watchdog, guardian, and protector.  In addition, Doberman
  Pinschers have been remarkable as a guide dog for the blind, a
  military dog, and pet.  Doberman Pinschers were first developed
  as a guardian dog in 19th Century Germany. Herr Louis
  Dobermann developed this versatile breed in the Apolda region
  of Germany to suit his own need for a loyal, obedient, protec-
  tive dog to accompany him on his nightly rounds as a police
  officer.  Since he also worked as the local dogcatcher, Herr
  Dobermann had access to a wide variety of dogs to develop his
  large “pinscher” or terrier breed.  Some of the breeds used to
  shape the Doberman Pinscher include the Pinscher, Rottweilers
  and Thurigian Shepherds.  Other breeds that contributed their
  genes are the black Greyhound for elegance and sleekness, the
  Great Dane, the Weimaraner, and the German Shorthaired
  Pointer. The resulting dog possessed an uncanny intelligence,
  bravery, loyalty, stamina, and protectiveness in a medium-to-
  large working dog with an easy-care, short, dense coat. 
  Doberman Pinscher Species Traits
  Bonus Features: Doberman pinschers gain the Alertness feat as
  a bonus feat.  
  Scent (Ex): This ability allows a Doberman pinscher to detect
  approaching enemies, sniff out hidden foes, and track by sense
  of smell. See Special Qualities in the d20 Modern Roleplaying
  Game for more information.
  Skill Bonus: Doberman pinschers gain a +2 species bonus on
  Jump checks. Doberman pinschers also gain a +4 species bonus
  on Survival checks when tracking by scent.
  Doberman Pinscher: CR 1; Medium-size animal; HD 2d8+4;
  hp 13; Mas 15; Init +2; Spd 40 ft.; Defense 13, touch 12, flat-
  footed 11 (+2 Dex, +1 natural); BAB +1; Grap +4; Atk +4
  melee (1d6+4, bite); Full Atk +4 melee (1d6+4, bite); FS 5 ft.
  by 5 ft.; Reach 5 ft.; SQ scent; AL none or owner; SV Fort +5,
  Ref +5, Will +2; AP 0; Rep +0; Str 16, Dex 14, Con 15, Int 2,
  Wis 15, Cha 8.
  Skills: Jump +5, Listen +8, Spot +8, Survival +2 (+6 when
  tracking by scent), Swim +6.
  Feats: Alertness.  
  GERMAN SHEPHERD
  The German Shepherd offers a picture of rugged strength, intel-
  ligence, and agility, possessing physical and mental traits that
  produce a working dog with great stamina.  Possibly the most
  versatile breed, German Shepherds are capable of being both a
  formidable attack dog and a loving pet, showing loyalty and
  devotion.  Shepherd dogs were the true working dogs of the
  18th and 19th centuries. The shepherds of Germany had used
  their dogs to herd flocks of sheep and herds of cattle for genera-
  tions, but those dogs were of no specific origin.  There is no
  doubt that the essential credit for the development of this
  marvelous breed, must go to Max von Stephanitz.  He guided
  and directed an intensive-breeding program to fix type and was
  adamant in his demands for utility and intelligence.  It was his
  vision that welded a wide variety of sheep herding dogs into one
  breed. He envisioned a dog of incorruptible character, great
  working ability, loyal and highly trainable. He used as his
  watchword, “Do right and fear no one,” and it was he who laid
  down the guideline of the breed, “Utility is the true criterion of
  beauty”.  
  German Shepherd Species Traits
  Bonus Feat: German shepherds receive the Obedient feat as a
  bonus feat.  
  Scent (Ex): This ability allows a German shepherd to detect
  approaching enemies, sniff out hidden foes, and track by sense
  PAGE  7
  D20  MODERN
  
  of smell. See Special Qualities in the d20 Modern Roleplaying
  Game for more information.
  Skill Bonus: German shepherds gain a +2 species bonus on
  Jump checks. German shepherds also gain a +4 species bonus
  on Survival checks when tracking by scent.
  German Shepherd: CR 1; Medium-size animal; HD 2d8+4;
  hp 13; Mas 15; Init +2; Spd 40 ft.; Defense 14, touch 13, flat-
  footed 11 (+3 Dex, +1 natural); BAB +1; Grap +3; Atk +3
  melee (1d6+3, bite); Full Atk +3 melee (1d6+3, bite); FS 5 ft.
  by 5 ft.; Reach 5 ft.; SQ scent; AL none or owner; SV Fort +5,
  Ref +6, Will +2; AP 0; Rep +0; Str 15, Dex 16, Con 15, Int 3,
  Wis 14, Cha 6.
  Skills: Jump +4, Listen +6, Spot +6, Survival +2 (+6 when
  tracking by scent), Swim +5.
  Feats: Obedient.
  GREAT DANE
  The largest of the breeds, the Great Dane originated from dogs
  of the mastiff type bred for size with the influence of the grey-
  hound type for speed.  Great Danes were developed to hunt wild
  boar, guard castles, pull carts and even participated in battle.
  The Great Dane can be traced back as far as 5,000 years ago on
  Egyptian monuments and artifacts found on a Babylonian
  temple about 4,000 years ago showing a relief-plate with
  Assyrian men walking with huge Great Dane-like dogs.  Some
  zoologists believe that all Great Dane-type dogs originated in
  the highlands of Tibet: the Himalayas.  The earliest written
  report of dogs similar in type to Great Danes appeared in
  Chinese literature in 900 years ago.  Over the Silk Road the
  Chinese, the Assyrians, the Greeks, and the Romans traded their
  goods and dogs to each other.  From Greece and Rome these
  huge dogs came to Central and Northern Europe.
  Great Dane Species Traits
  Bonus Feat: Great Danes receive the Endurance feat as a bonus
  feat.  
  Scent (Ex): This ability allows a Great Dane to detect
  approaching enemies, sniff out hidden foes, and track by sense
  of smell. See Special Qualities in the d20 Modern Roleplaying
  Game for more information.
  Skill Bonus: Great Danes gain a +2 species bonus on Jump
  checks. Great Danes also gain a +4 species bonus on Survival
  checks when tracking by scent.
  Great Dane: CR 1; Medium-size animal; HD 2d8+4; hp 13;
  Mas 15; Init +2; Spd 50 ft.; Defense 14, touch 13, flat-footed
  11 (+3 Dex, +1 natural); BAB +1; Grap +3; Atk +3 melee
  (1d6+3, bite); Full Atk +3 melee (1d6+3, bite); FS 5 ft. by 5
  ft.; Reach 5 ft.; SQ scent; AL none or owner; SV Fort +5, Ref
  +5, Will +1; AP 0; Rep +0; Str 15, Dex 17, Con 15, Int 2, Wis
  13, Cha 6.
  Skills: Jump +4, Listen +5, Spot +5, Survival +1 (+5 when
  tracking by scent), Swim +5.
  Feats: Endurance.  
  GREYHOUND
  Originally bred for hunting, the Greyhound is best known today
  for his speed, being used primarily for racing.  Pictures of the
  PAGE  8
  D20  MODERN
  
  early greyhound can be found etched on walls of ancient
  Egyptian tombs, and the Pharaohs rated them first among all
  animals as both pets and hunters.  Their link with nobility was
  established in 1014 A.D. when King Canute of England enacted
  the Forest Laws, which stated that only noblemen could own
  and hunt with greyhounds.  Soon greyhound racing was estab-
  lished for the English nobility and could not be enjoyed by other
  citizens.  Greyhounds were first introduced to America in the
  1800’s in order to help farmers control the jackrabbit popula-
  tion.  It was not long before competitions of greyhound racing
  were conducted by the surrounding farmers.  This proved to be
  both an exciting event for the local population but also proved
  that the greyhound loved the chase and excitement of racing. 
  Greyhound Species Traits
  Bonus Feat: Greyhounds receive the Run feat as a bonus feat.  
  Scent (Ex): This ability allows a greyhound to detect
  approaching enemies, sniff out hidden foes, and track by sense
  of smell. See Special Qualities in the d20 Modern Roleplaying
  Game for more information.
  Skill Bonus: Greyhounds gain a +2 species bonus on Jump
  checks. Dogs also gain a +4 species bonus on Survival checks
  when tracking by scent.
  Greyhound: CR 1; Medium-size animal; HD 2d8+6; hp 15;
  Mas 17; Init +2; Spd 50 ft.; Defense 13, touch 12, flat-footed
  11 (+2 Dex, +1 natural); BAB +1; Grap +4; Atk +4 melee
  (1d6+4, bite); Full Atk +3 melee (1d6+4, bite); FS 5 ft. by 5
  ft.; Reach 5 ft.; SQ scent; AL none or owner; SV Fort +6, Ref
  +5, Will +1; AP 0; Rep +0; Str 16, Dex 15, Con 17, Int 2, Wis
  13, Cha 6.
  Skills: Jump +6, Listen +5, Spot +5, Survival +1 (+5 when
  tracking by scent), Swim +6.
  Feats: Run.
  LABRADOR RETRIEVER
  A popular pet breed, The Labrador Retriever is also often
  employed as a companion animal.  The Labrador Retriever was
  developed in England approximately 200 years ago by a handful
  of private kennels dedicated to developing and refining the
  perfect gundog.  Many kennels were pursuing their own vision
  of such a dog is the reason behind the variety of today’s
  retriever breeds.  A hundred years later, these retrievers were
  appearing in the British Kennel Club’s events.  While there have
  been strains of Labradors bred pure up to this time, it is
  unknown how many of these cross-bred dogs were folded into
  “Labradors” or into other breeds as the registrations began to
  separate. 
  Labrador Retriever Species Traits
  Bonus Feat: Labrador retrievers receive the Iron Will feat as a
  bonus feat.  
  Scent (Ex): This ability allows a Labrador retriever to detect
  approaching enemies, sniff out hidden foes, and track by sense
  of smell. See Special Qualities in the d20 Modern Roleplaying
  Game for more information.
  Skill Bonus: Labrador retrievers gain a +2 species bonus on
  Jump checks. Labrador retrievers also gain a +4 species bonus
  on Survival checks when tracking by scent.
  PAGE  9
  D20  MODERN
  
  Labrador Retriever: CR 1; Medium-size animal; HD 2d8+4;
  hp 13; Mas 17; Init +2; Spd 40 ft.; Defense 13, touch 12, flat-
  footed 11 (+2 Dex, +1 natural); BAB +1; Grap +2; Atk +2
  melee (1d6+2, bite); Full Atk +2 melee (1d6+2, bite); FS 5 ft.
  by 5 ft.; Reach 5 ft.; SQ scent; AL none or owner; SV Fort +6,
  Ref +5, Will +4; AP 0; Rep +0; Str 13, Dex 15, Con 17, Int 2,
  Wis 14, Cha 6.
  Skills: Jump +3, Listen +6, Spot +6, Survival +2 (+6 when
  tracking by scent), Swim +4.
  Feats: Iron Will.
  ROTTWEILER
  It has been stated that there are two types of Rottweilers: Tall,
  thin, and fast dogs that were originally bred for herding, and the
  more common Mastiff looking type which was short, stocky,
  and slower, but stronger, originally bred for drafting.  This breed
  got its name from a little town in Germany that was a port for
  trades, known as Rottweil.  As people traveled over the Swiss
  Mountains to find land elsewhere, they and their Mastiff type
  dogs came across another breed, the Greater Swiss Mountain
  Dog.  These dogs merged to form another breed.  As they
  continued their journey, they came into Germany.  The
  Germans, who have developed many of the breeds, further
  changed this Mastiff Swiss Mountain dog.  The German Pincher
  merged with the Mastiff type dog and became what we know
  today as the Rottweiler.  
  Rottweiler Species Traits
  Bonus Feat: Rottweilers receive Weapon Focus (Bite) as a
  bonus feat.  
  Scent (Ex): This ability allows a Rottweiler to detect
  approaching enemies, sniff out hidden foes, and track by sense
  of smell. See Special Qualities in the d20 Modern Roleplaying
  Game for more information.
  Skill Bonus: Rottweilers gain a +2 species bonus on Jump
  checks. Rottweilers also gain a +4 species bonus on Survival
  checks when tracking by scent.
  Rottweiler: CR 1; Medium-size animal; HD 2d8+6; hp 15;
  Mas 16; Init +3; Spd 30 ft.; Defense 14, touch 13, flat-footed
  11 (+3 Dex, +1 natural); BAB +1; Grap +2; Atk +3 melee
  (1d6+2, bite); Full Atk +3 melee (1d6+2, bite); FS 5 ft. by 5
  ft.; Reach 5 ft.; SQ scent; AL none or owner; SV Fort +6, Ref
  +6, Will +1; AP 0; Rep +0; Str 13, Dex 16, Con 16, Int 3, Wis
  13, Cha 5.
  Skills: Jump +3, Listen +5, Spot +5, Survival +1 (+5 when
  tracking by scent), Swim +4.
  Feats: Weapon Focus (Bite)
  WOLF
  It is unusual to have a wolf or a wolf crossbreed in captivity,
  performing any of the traditional roles a dog would.  Doing so
  will definitely attract attention.  Direct genetic cousins to dogs,
  but normally wilder and slightly larger then dogs these animals
  are quite prevalent in the wild.  The wolf is carnivorous and is
  the largest of all of the wild dogs, which includes coyotes and
  foxes. There are different subspecies of wolf but they are all
  similar physically and behaviorally. Interbreeding is common
  between the subspecies and their distinctive differences become
  blurred in the mix. Besides the gray wolf there is the red wolf,
  found in the southeastern United States and the Abyssinian
  wolf, native to Ethiopia. 
  Wolf Species Traits
  Scent (Ex): This ability allows a wolf to detect approaching
  enemies, sniff out hidden foes, and track by sense of smell. See
  Special Qualities in the d20 Modern Roleplaying Game for
  more information.
  Trip (Ex): A wolf that hits with a bite attack can attempt to trip
  the opponent as a free action (see page 152) without making a
  touch attack or provoking an attack of opportunity. If the
  attempt fails, the opponent cannot react to trip the wolf.
  Skill Bonuses: Wolves receive a +4 species bonus on Survival
  checks when tracking by scent.
  Wolf: CR 1; Medium-size animal; HD 2d8+4; hp 13; Mas 15;
  Init +2; Spd 50 ft.; Defense 14, touch 12, flat-footed 12 (+2
  Dex, +2 natural); BAB +1; Grap +2; Atk +3 melee (1d6+1,
  bite); Full Atk +3 melee (1d6+1, bite); FS 5 ft. by 5 ft.; Reach
  5 ft.; SQ scent, trip, low-light vision; AL none; SV Fort +5, Ref
  +5, Will +1; AP 0; Rep +0; Str 13, Dex 15, Con 15, Int 2, Wis
  12, Cha 6.
  Skills: Hide+3, Listen +6, Move Silently +4, Spot +4, Survival
  +1 (+5 when tracking by scent).
  Advancement: 3–4 HD (Large).
  Dog Templates
  The following templates can be added to the stats for the
  various dog breeds to create stats for custom bred and trained
  dogs.  Normally a dog will only have one of these templates.  
  Attack Dog
  This template is intended for any dog trained exclusively to
  attack on command with killing intent.  Attack dogs are usually
  accompanied by a handler who keeps the dogs on a leash until
  they are ready to attack.  
  Challenge Rating: Same as original dog breed +1.
  Hit Dice: The attack dog’s hit dice increase by +1.  
  Special Qualities: The bite damage of the attack dog increases
  by one die type.  
  Abilities: The attack dog’s Strength and Dexterity are increased
  by +2 and its Charisma and Wisdom are reduced by -2.  
  Feats: The attack dog gains two of the following feats as bonus
  PAGE  10
  D20  MODERN
  
  feats:  Dodge, Frothing Rage, Growl of the Beast, Improved
  Disarm, Improved Initiative, Improved Trip, Power Attack,
  Weapon Focus (Bite).
  Special: All attack dogs know the attack, down, guard, and stay
  tricks.
  Guard Dog
  Used by security forces and private citizens, guard dogs are
  trained to spot trespassers and other unwanted visitors.  Guard
  dogs are not necessarily trained to attack; many are trained to
  simply bark when they detect intruders.  
  Challenge Rating: Same as original dog breed +1.
  Hit Dice: The guard dog’s hit dice increase by +1.  
  Natural Armor: The guard dog’s natural armor bonus increases
  by +2.
  Abilities: The guard dog’s Wisdom increases by +2 and its
  Charisma decreases by -2.  
  Feats: The guard dog gains two of the following feats as bonus
  feats: Alertness, Dodge, Growl of the Beast, Improved
  Initiative, Lightning Reflexes, Stealthy, Toughness.  
  Special: All guard dogs know the attack, guard, seek, and down
  tricks.  
  Hunter 
  Hunter dogs are those trained to track and bring down prey, be
  they raccoons or bears.  These animals are usually found in
  rural areas, but are not unknown in urban areas.  
  Challenge Rating: Same as original dog breed +1
  Hit Dice: The hunter dog’s hit dice increase by +1.  
  Abilities: The hunter dog’s Wisdom and Constitution increases
  by +2.  
  Feats: The hunter dog gains two of the following feats as bonus
  feats: Alertness, Dodge, Endurance, Guide, Low Light Vision,
  Out of Nowhere, Run, Stealthy, Weapon Focus (Bite).  
  Skills: The hunter dog’s species bonus to Survival checks when
  tracking by scent increases to +8.  
  Special: All hunter dogs know the attack, track, seek, and down
  tricks.  
  Seeing Eye Dog
  Usually found at the side of the blind, seeing-eye dogs take
  many years to properly train and are creatures of great value.
  While not trained for combat they are well trained in matters of
  dealing with humans and navigating an urban environment.  
  Challenge Rating: Same as original dog breed +1
  Hit Dice: The seeing-eye dog’s hit dice increase by +1.  
  Abilities: The seeing-eye dog’s Wisdom and Charisma increases
  by +2.  The seeing-eye dog’s Intelligence increases by +1 with a
  maximum of 3.  
  Feats: The seeing-eye dog gains two of the following feats as
  bonus feats: Alertness, Attentive, Guide, Heroic Surge,
  Improved Initiative, Iron Will, Lucky, Obedient, Sixth Sense.
  All seeing-eye dogs gain the Seeing Eye Dog Training feat.    
  Special: All seeing-eye dogs know the come, heel, seek, and
  stay tricks.  
  Search Dog
  Commonly used by security personnel to find illegal drugs and
  search and rescue teams, search dogs are trained to use their
  keen senses of smell to find specific items.  
  Challenge Rating: Same as original dog breed +1
  Hit Dice: The search dog’s hit dice increase by +1.  
  Abilities: The search dog’s Wisdom and Constitution increases
  by +2.  The search dog’s Intelligence increases by +1 with a
  maximum of 3.  
  Feats: The search dog gains two of the following feats as bonus
  feats: Alertness, Attentive, Endurance, Great Fortitude, Guide,
  Lucky, Obedient, Sixth Sense.  
  Skills: The search dog’s species bonus to Survival checks when
  tracking by scent increases to +8.  Also the search dog receives
  a +8 species bonus on Search checks when searching for items
  that have a recognizable smell.  
  Special: All search dogs know the attack, track, seek, and down
  tricks.  
  Stray
  Stray dogs grow up on their own, relying on no one else to get
  by.  They often have trouble learning to trust humans at all, and
  few rarely leave the instincts they learned on the streets
  completely behind.  
  Challenge Rating: Same as original dog breed +1
  Hit Dice: The stray dog’s hit dice increase by +1.  
  Natural Armor: The stray dog’s natural armor bonus increases
  by +1.  
  Abilities: The stray dog’s Dexterity and Constitution increases
  by +2.  
  Feats: The stray dog gains two of the following feats as bonus
  feats: Endurance, Frothing Rage, Great Fortitude, Growl of the
  Beast, Lightning Reflexes, Low Light Vision, Nondescript, Out
  of Nowhere, Sixth Sense, Toughness.  
  Skills: Stray dogs gain a +4 species bonus to Survival checks.  
  Special: Stray dogs begin knowing no tricks.  Also stray dogs
  cannot gain the Obedient feat and all Handle Animal checks
  made to train stray dogs suffer a -4 penalty.      
  PAGE  11
  D20  MODERN
  
  New Tricks
  The following tricks can be taught to dogs using the normal
  training rules for the Handle Animal skill.  
  Go Home: The Dog will return to the location that it considers
  its “home” location.  Once the home location is determined, this
  location cannot be changed.
  Pull: A Dog given this command will latch on to the target or
  individual and attempt to drag it to its master.  Against mobile
  targets this is considered a grapple attempt.  
  Speak: On this command, the Dog will begin to “speak” by
  barking, screeching, hissing or whatever other type of vocal
  response the Dog is capable of.  
  HONCHO
  Honcho (Stray Beagle): CR 1; Small animal; HD 2d8+11; hp
  22; Mas 18; Init +4; Spd 40 ft.; Defense 16, touch 15, flat-
  footed 12 (+1 size, +4 Dex, +1 natural); BAB +2; Grap –1;
  Atk +4 melee (1d4+2, bite); Full Atk +4 melee (1d4+2, bite);
  FS 5 ft. by 5 ft.; Reach 5 ft.; SQ scent; AL none; SV Fort +6,
  Ref +6, Will +2; AP 1; Rep +0; Str 14, Dex 19, Con 18, Int 3,
  Wis 14, Cha 8.
  Skills: Jump +3, Listen +6, Navigate -2, Spot +6, Survival +7
  (+11 when tracking by scent), Swim +6.
  Feats: Frothing Rage, Guide, Lucky, Toughness.
  BACKGROUND
  Honcho was born a small Beagle puppy, on a bad night, in an
  even worse alley on Rome Island.  Born with a flowing plume
  of white fur down the back of his neck and the smallest in a
  litter of five, he was dealt all the wrong cards from the word go.
  But Honcho also inherited a vicious mean streak.  All of
  Honcho’s siblings learned early on who was first at the teat
  when it was feeding time.  
  As Honcho got older, he got crazier.  Getting into fights, terror-
  izing whole packs of bigger dogs, and killing any rodents in
  sight, Honcho quickly earned the reputation for being truly
  psychotic.  Even bums stayed away from the alley that Honcho
  lived in, fearing they wouldn’t wake up in the morning intact.
  He once chewed the ear off of a derelict who did not heed all
  the rumors of the mohawked menace.
  Not even the drug dealers are willing to hang around Honcho’s
  alley, as it has come to be known.  There is a rumor they pass
  around that says that the last guy selling there was killed by the
  tiny terror.  Honcho supposedly barked a nasty warning and
  when the street peddler paid him no mind, he tore into the guy’s
  ankle.  The pusher tried to get away, but the Chihuahua was
  relentless.  Finally, he managed to stumble away and right into
  the headlights of a strung out driver’s van.  The rumor may or
  may not be true, but not even the most hardened dealer wants to
  take the chance.
  PAGE  12
  D20  MODERN
  
  Another of the stories surrounding this tiny terror tries to
  explain how he lost his tail.  The rumor goes that Honcho got so
  mad while chasing his own tail one night, that he caught it and
  bit it off.  While this certainly adds to his mystique, the truth is
  that couple of young street hoods caught Honcho napping and
  tortured him.  After getting his tail lobbed off by one of the
  kids, Honcho went into a complete rage.  He got loose and
  ripped off one of the punk’s fingers.  From that day on, every
  youngster he sees reminds him of those little bastards who took
  his tail.  Any kids passing Honcho’s alley had better run, not
  walk.
  Honcho has become one of the top dogs in the back alleys of
  Rome Island.  He has a pack at least twenty strong, all
  following any orders he may bark out.  No other mutt, bigger or
  smaller, would ever imagine taking on Honcho and his crew.
  As a matter of fact, most humans living there are afraid to stand
  up to this pint sized killer.  
  No matter which myths are fact or fiction, the truth is that this
  crazy Beagle is one of the biggest menaces on four legs in
  Rome Island.  
  ACE
  Ace (Search Dog Great Dane): CR 2; Medium-size animal;
  HD 3d8+9; hp 24; Mas 17; Init +2; Spd 50 ft.; Defense 14,
  touch 13, flat-footed 11 (+3 Dex, +1 natural); BAB +1; Grap
  +3; Atk +3 melee (1d6+3, bite); Full Atk +3 melee (1d6+3,
  bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ scent; AL none or
  owner; SV Fort +8, Ref +5, Will +2; AP 0; Rep +0; Str 15, Dex
  17, Con 17, Int 3, Wis 15, Cha 6.
  Skills: Jump +4, Listen +5, Search -4 (+4 when searching for
  items with smell), Spot +5, Survival +1 (+9 when tracking by
  scent), Swim +5.
  Feats: Endurance, Great Fortitude, Obedient, Sixth Sense.  
  BACKGROUND
  Ace was born and bred to be the best of the best.  A purebred
  Great Dane, Ace was trained to be an assistant animal for all his
  life.  Top of all of his obedience classes, as well as physical
  training, he was just waiting for the right person to help.  His
  day came when he finally got a master, the renowned private
  investigator, Jacob Bard.
  Bard had been partially paralyzed in a shoot-out during one of
  his most recent cases.  Jacob would need to walk with a cane
  for the rest of his life and was in need of someone to help him
  with the most menial of tasks.  The first time Jacob laid eyes on
  the large, muscular, midnight black Dane, he saw something
  special.  When the animal’s deep brown eyes met with his own
  keenly trained eyes, Jacob saw a unique intelligence behind
  them.  The investigator demanded Ace be the helper he needed.
  The bear-like dog proved to be more than just something to help
  pick things up and carry items; he became a partner.  It began
  with Bard bringing Ace along purely out of necessity, and ended
  with him sniffing out the murder weapon in a double homicide.
  The second time, Ace helped find a missing boy by tracking the
  scent to the neighbor’s basement, where the youngster was
  being held in a cage for ransom.  From that moment on, Bard
  Investigations became a permanently two-man operation, or at
  least a one man and his dog type operation.
  It would be one of their biggest cases that would bring about the
  end of the partnership.  There was a missing girl, and her
  mother hired Bard to try to find her and bring her home.  After
  three months of searching for clues a picture of the crime started
  to take form.  Finally, the girl’s body was found in an alley,
  badly decomposed.  There were still some info gleaned from
  this macabre discovery, and it all pointed to one of the promi-
  nent members of the Carlucci family, Marcello Carlucci.  
  Bard was warned not to pursue it any further, but he could not
  let murder, especially the murder of a little girl, go unpunished.
  Jacob began a public crusade revolving around Marcello
  Carlucci.  With all the noise and chaos the investigator was
  making, some of the authorities in Haven were worried that he
  might come across ties that would implicate them in Carlucci’s
  dealings.  In order to convince him to shut up, they took the
  case to trial.  After two weeks Marcello was cleared of all
  charges and the case was put to rest for everyone.  Everyone
  except Bard.
  A year passed and Bard Investigations solved more cases, until
  that cold February night.  Jacob and Ace were returning home
  after meeting with the family of yet another missing child.  The
  investigator’s office was dark and quiet as he opened the door,
  but the flash of a gun muzzle shattered it all.  Bard was struck
  in the gut as a second shot found Ace’s right hind leg.  The
  Dane fought to get his teeth around the gunman’s throat, but
  was no match as another man kicked him in the head repeatedly.
  Blackness and silence returned to the office for the split second
  before the gunman’s match was lit.  Then the fire began.
  Minutes passed after the two shooters left.  Ace worked his way
  over to his master, who was still struggling to hold onto life.
  The room was a ballroom of dancing flame.  The Great Dane
  managed to grip Bard’s collar, trying desperately to pull him out
  of the inferno, but the strain was too much.  Jacob swatted at his
  faithful pet and with his last gasp of life, ordered him to leave.
  Ace knew that his master no longer lived, and grudgingly
  crawled out of the blaze.  
  For months, Ace lived in the back alleys of Haven City, licking
  his wounds.  There would be revenge for the death of his former
  master.  It isn’t a question of how this monster Great Dane was
  going to exact it.  It’s just a question of when.
  PAGE  13
  D20  MODERN
  
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
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  Modern System Reference Document Copyright 2002-2003, Wizards
  of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman,
  Charles Ryan, Eric Cagle, David Noonan, Stan!, based on material by
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  Bad Dog, Copyright 2005, Louis Porter Jr. Design, Inc.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/d20 Modern/Devils Workshop/Bad Dog.pdf