In the distant North, the dogsled remains one of the most reliable and swiftest means of transportation available

. Wheels are useless in this land of snow and ice, and horses and other common mounts are simply not capable of surviving in this harsh and unforgiving place. While Natives have thrived in the region for millennia, with their own dogs and sleds, Colonists have arrived in recent centuries, and brought with them their own dogs and sleds. Many come in search of the riches of the Arctic: mainly gold and silver, sometimes exotic furs, and occasionally the meat and blubber of the whales and seals which swim beneath the frozen seas. Some, however, come in search of even stranger and more unusual treasures, or even simply to witness the awesome wonder of the Northern Lights. Calculating Load 1. Calculate total weight of load (weight of sled plus riders, plus any cargo). 2. Divide total weight by number of dogs in team (usually between four and twelve). 3. Compare the result to the Sled-Dog Carrying Capacity table, below. - If the result is a light load, base speed remains unchanged. - If the result is a medium load, decrease base speed by 5 ft. (0.5 mph). - If the result is a heavy load, decrease base speed by 10 ft. (1 mph). 4. When a hazard is encountered or an unusual maneuver is attempted, the musher makes a Handle Animal check, opposed by a Charisma check by the point dog. If the musher succeeds, the team follows the musher’s orders. If the musher fails, the team will follow the judgment of the point dog in terms of pace, direction, maneuvering, etc. 5. Depending on the intelligence and experience of the musher’s team, and their familiarity with the terrain, the team may simply ignore the musher’s orders if they lead to obvious danger (obvious to them, that is), such as entering a qupqugiaq’s territory or approaching a qiqirn, crossing thin ice in springtime, etc.

Sled-Dog Carrying Capacity Chow-Chow Husky Malamute Qimmiq 99 lbs. or less 87 lbs. or less 129 lbs. or less 99 lbs. or less Light load Medium load 100–199 lbs. 89–174 lbs. 130–259 lbs. 100–199 lbs. Heavy load 200–300 lbs. 175-263 lbs. 260–390 lbs. 200–300 lbs. If a sled carries more cargo that its max load allows, it becomes top-heavy. When a sled is topheavy, roll a d% once every hour, to see if the sled overturns. For every 5 pounds beyond its max load, the chance of overturning increases by 1%.

Types of Sled Model racer (4 ft.)

Price Weight Max Load 10 gp 15 lbs. 300 lbs.

practical and lightweight. Basket Sled: The classic wooden dogsled. A non-qamutiq sled takes 1d8 points of structural damage every eight hours it spends traveling over frozen earth. many Native tribes construct their sleds from the bones and antlers of caribou. 800 lbs. where lumber is rare and costly.) 30 gp 25 lbs. and weigh (more? less?) than a wooden sled of similar size and design. Task Skill (Handle Animal) DC Keep dogs from bolting after prey 5 Keep dogs from bolting after prey (when hungry) 10 Break-up a dogfight 10 Perform a 90° turn without stopping 15 Perform a 180° turn without stopping 20 Navigate in a blizzard 20 Control a sled on a steep downhill grade (>35°) 20 Compel dogs to approach a qiqirn 25 Keep dogs from bolting in fear (predator scented) 25 Navigate in complete darkness 25 Keep dogs from bolting in fear (predator heard) 30 Compel dogs to cross thin ice 30 Keep dogs from bolting in fear (predator seen) 35 Sled Features     Antler-Frame: North of the tree-line. and other large Arctic animals. allowing it to safely endure the jarring impact of traveling over solid ice and frozen earth. the sled’s runners can be thawed and eaten. unless it moves at half-speed or slower. These sleds cost (half?) the normal price for a sled of their size and design. toboggan (5½ ft. Metal nails will gradually work themselves loose under the repeated. many Native mushers will construct a set of runners out of several long. Qamutiq: Because this sled’s components are lashed together by leather and sinew. smoothing them over with liquid water which instantly turns to smooth ice. narrow fishes. jarring impact of travelling over ice. . This is the type of sled most commonly used for racing. Edible Runners: Since temperatures remain well below freezing for many months at a time in the Arctic.freighter (5 ft. rough stone. the qamutiq has much greater flexibility than traditional wooden sleds.) 20 gp 20 lbs 500 lbs. providing 3 days’ nourishment for 2 Medium-sized creatures. whales. designed for moving quickly across the Arctic. or solid ice. In times of dire emergency. rather than metal nails.

they grant +5 to Fort saves against nonlethal damage from running. rough stone. and help to displace the weight of their harnesses. insulated vest (3 gp): These thick vests keep the dogs warm. or solid ice. and offer some protection from harsh terrain. Mechanically. .Dog Equipment   ice-booties (1 gp): prevent chunks of ice from becoming lodged in paws. They prevent nonlethal damage from running on frozen earth.

flat-footed 12 (+2 Dex. Ref +5. Int 2 (-4)./5 ft. blue. sled-dog. Skill Bonus:    +4 Acrobatics when jumping +4 Survival when tracking by scent +2 natural armor Size/Type: Medium Animal Hit Dice: 2d8+6 (15 avg. guard-duty. scent. and insufficient exercise can make them grouchy. They are very strong. Survival +2 (+6 scent tracking) Feats: Rugged Northerner. Special Attacks: trip Special Qualities: low-light vision. straight hind-legs. +2 natural) Base Attack Bonus: +2 CMB: +5 CMD: 17 Attack: +4 bite (1d6+3 plus trip) Full Attack: 2 bites +4 (1d6+3 plus trip) Space/Reach: 5 ft.Chow-Chow First bred in northern China before the rise of the Han Dynasty. Cha 6 (-2) Skills: Acrobatics +2 (+6 jumping).a.) Initiative: +2 Speed: 35 ft. or "puffy-lion dog") is among the oldest dog breeds in the world. Most chows are used for hunting. Though they have a reputation for being standoffish or even aggressive with strangers. though not as fast as other common sled-dogs. 16 mph) Run (x5 speed) = 175 ft. and cream — are very thick. pair. and pulling sleds. the chow-chow (a. and provide excellent protection from the cold and even offer some limited defense against attacks from other animals. black. (7 squares. thick fur Saves: Fort +6. (35 squares. Because of their stiff. Wis 12 (+1). Will +1 Abilities: Str 17 (+3). As a working-breed. chow-chows do not run quite as quickly as other sled-dogs. RunB Environment: any cold land Organization: Solitary. or pack (2-8) Challenge Rating: 3 Treasure: None . Their coats — which come in red. Con 17 (+3). (28 squares. chow-chows are fiercely loyal to their human families. Dex 15 (+2). their energy levels are high. sōngshī quǎn. touch 12. 4 mph) Run (x4 speed) = 140 ft.k. cinnamon. Perception +2. 20 mph) Armor Class: 14.

depending on the pace they maintain. or less. a sled-dog must stop running and rest. When it fails this check. a heavy load. 200–300 pounds. a sled-dog can move no faster than a normal move action. Females stand about ?? tall at the shoulder. refer to the normal rules for the Run action.. 100– 199 lbs. sled-dogs must make a DC 10 Constitution check to continue running. If they begin to sprint (at 5x their normal speed). They must check again every 10 minutes in which they continue to run. and the DC of this check increases by 1 for each check they have made. Sled-dogs can run between 30 and 100+ miles in a single day. During a rest period. . and weigh 45 to 60 pounds.500 pounds. If they do not rest at the end of this time. Sled-Dog (Ex) As long as they run at just four times their base speed. Carrying Capacity: A light load for a chow-chow is up to 99 lbs. sled-dogs can run for a number of hours equal to their Constitution modifier before they feel the need to rest. Thick Fur (Ex) The chow-chow's fur is so thick that it offers extra protection against attacks. A sled-dog which as run to its limit must rest for 10 minutes (60 rounds) before running again.Alignment: Always neutral Advancement: by HD Level Adjustment: — Adult male chow-chows about 19 inches tall at the shoulder and weigh about 55 to 70 pounds. granting it a +2 to Armor Class. and is. a medium load. A chow-chow can drag up to 1.

Dex 16 (+3). flat-footed 11 (+3 Dex. a medium load. Though not as good for long-hauls as malamutes. knowing that they can get along just fine without humans. they can carry lighter loads very quickly. 20 mph) Run (x5 speed) = 225 ft. Will +2 Abilities: Str 14 (+2). (9 squares. Con 15 (+2)./turn (45 squares. sled-dog Alignment: Saves: Fort +5. 5 mph) Run (x4 speed) = 180 ft. (36 squares. Survival +3 (+7 scent tracking) Feats: Fleet.) Initiative: +3 Speed: 45 ft. Int 2 (-4). or pack (2-8) Challenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: By HD Level Adjustment: — Adult male huskies stand about 23 inches tall at the shoulder and weigh about 44 to 60 pounds. pair. 25 mph) Armor Class: 14. females stand about 21 inches tall at the shoulder and weigh about 35 to 50 pounds. Wis 14 (+2). Perception +3. and their ability to get along with other breeds makes them desirable as sled-dogs. Carrying Capacity: A light load for a husky is up to 87 pounds. touch 13. 89–174 ./5 ft. +1 natural) Base Attack Bonus: +1 CMB: +3 CMD: 16 Attack: +4 bite (1d6+2 plus trip) Full Attack: 2 bites +4 (1d6+2 plus trip) Space/Reach: 5 ft. Cha 9 (-1) Skills: Acrobatics +4 (+8 jumping). huskies can be aloof and independent. Special Attacks: trip Special Qualities: low-light vision.Siberian huskies are fast and playful dogs. with plenty of energy to spare. Though they have a friendly demeanor. RunB Environment: Any cold land Organization: Solitary. Skill Bonus: +4 Acrobatics when jumping +4 Survival when tracking by scent Size/Type: Medium Animal Hit Dice: 2d8+4 (13 avg. Ref +6. scent.

A husky can drag 1. a sled-dog must stop running and rest. When it fails this check. A sled-dog which as run to its limit must rest for 10 minutes (60 rounds) before running again.315 pounds. If they begin to sprint (at 5x their normal speed). a heavy load. depending on the pace they maintain. refer to the normal rules for the Run action. a sled-dog can move no faster than a normal move action. sled-dogs must make a DC 10 Constitution check to continue running. If they do not rest at the end of this time.pounds. 175-263 pounds. and the DC of this check increases by 1 for each check they have made. During a rest period. Sled-dogs can run between 30 and 100+ miles in a single day. They must check again every 10 minutes in which they continue to run. sled-dogs can run for a number of hours equal to their Constitution modifier before they feel the need to rest. Sled-Dog (Ex) As long as they run at just four times their base speed. .

pair. but make up for it in sheer endurance and strength. The Alaskan malamute is a tough. strong. . 22. (32 squares. or pack (2-8) Challenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: By HD Level Adjustment: — Adult male malamutes stand about 25 inches tall at the shoulder and weigh about 85 pounds. Wis 12 (+1). sled-dog Alignment: Saves: Fort +6. and get along well with children. scent. and a soft expression.This large. and hard-working dog. Skill Bonus: +4 Acrobatics when jumping +4 Survival when tracking by scent Size/Type: Medium Animal Hit Dice: 2d8+6 (15 avg. bearlike dog has a sturdy frame. especially those of the same sex.5 mph) Armor Class: 13./5 ft. Int 2 (-4). bred to carry heavy loads for long distances. Compared to huskies and other sled-dogs. females stand about 23 inches tall at the shoulder and weigh about 75 pounds. Perception +2. Will +1 Abilities: Str 17 (+3). Run B Environment: Any cold land Organization: Solitary. Cha 6 (-2) Skills: Acrobatics +2 (+6 jumping). Ref +5. Survival +2 (+6 scent tracking) Feats: Endurance. malamutes are affectionate and playful. touch 12. +1 natural) Base Attack Bonus: +1 CMB: +4 CMD: 17 Attack: bite +3 (1d6+3 plus trip) Full Attack: 2 bites +3 (1d6+3 plus trip) Space/Reach: 5 ft. Con 17 (+3). 18 mph) Run (x5 speed) = 200 ft. Special Attacks: Trip Special Qualities: Low-light vision.5 mph) Run (x4 speed) = 160 ft. (8 squares. Dex 15 (+2). a tightly-curled tail. flat-footed 11 (+2 Dex. malamutes are relatively low-energy. 4.) Initiative: +2 Speed: 40 ft. Though they often dislike other dogs. (40 squares.

Carrying Capacity: A light load for a malamute is up to 129 pounds. Sled-Dog (Ex) As long as they run at just four times their base speed. a heavy load. If they do not rest at the end of this time. a medium load. sled-dogs must make a DC 10 Constitution check to continue running. sled-dogs can run for a number of hours equal to their Constitution modifier before they feel the need to rest. A malamute can drag 1. When it fails this check. They must check again every 10 minutes in which they continue to run. 260–390 pounds. A sled-dog which as run to its limit must rest for 10 minutes (60 rounds) before running again. If they begin to sprint (at 5x their normal speed). refer to the normal rules for the Run action. and the DC of this check increases by 1 for each check they have made. a sled-dog must stop running and rest. 130–259 pounds. depending on the pace they maintain. Sled-dogs can run between 30 and 100+ miles in a single day. During a rest period. a sled-dog can move no faster than a normal move action.950 pounds. .

scent. Perception +2.) makes them ill-suited as companions for children.000 years ago. Will +0 Abilities: Str 15 (+2). rather than indoors. alert and bold. (40 squares. Skill Bonus: +4 Acrobatics when jumping +4 Survival when tracking by scent Size/Type: Medium Animal Hit Dice: 2d8+6 (15 avg. play. flat-footed 11 (+2 Dex. 22. but excellent hunting and sledding dogs. Tough. Dex 15 (+2). pair. The qimmiq was first bred by Inuit hunters out of North American wolves approximately 2.5 mph) Armor Class: 13. Ref +5. etc.5 mph) Run (x4 speed) = 160 ft. (32 squares. food. Qimmit are perfectly adapted to extremely cold environments: they will often choose to sleep outside in the snow. RunB Environment: any cold land Organization: Solitary. sled-dog Saves: Fort +6. Males are said to have ―serious‖ expressions. It regards you with mild curiosity. Wis 12 (+1). touch 12. Cha 10 (+0) Skills: Acrobatics +2 (+6 jumping)./5 ft. and love attention from humans they know well. Con 17 (+3). Special Attacks: trip Special Qualities: low-light vision. +1 natural) Base Attack Bonus: +1 CMB: +3 CMD: 15 Attack: +3 bite (1d6+2 plus trip) Full Attack: 2 bites +3(1d6+2 plus trip) Space/Reach: 5 ft. or pack (2-8) Challenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: by HD . hunting.) Initiative: +2 Speed: 40 ft. and their intense response to almost any stimulus (work. Int 2 (-4). though females sometimes have ―friendlier‖ faces. but keeps its distance from you for the moment. They can be affectionate. They have a stronger prey drive than some other breeds. (8 squares. the qimmiq is bred for working. 4. Survival +2 (+6 scent tracking) Feats: Rugged Northerner.This wolflike dog seems perfectly at home in the deep snow and frigid wind. and defending. but when dealing with strangers they will usually either show harmless curiosity or remain completely indifferent. 18 mph) Run (x5 speed) = 200 ft.

sled-dogs can run for a number of hours equal to their Constitution modifier before they feel the need to rest. a medium load. During a rest period. or less. depending on the pace they maintain. They must check again every 10 minutes in which they continue to run. Sled-Dog (Ex) As long as they run at just four times their base speed. a sled-dog can move no faster than a normal move action. . Sled-dogs can run between 30 and 100+ miles in a single day. refer to the normal rules for the Run action. A Qimmiq can drag 1500 pounds. When it fails this check. Carrying Capacity: A light load for an Qimmiq is up to 99 lbs.. 200–300 pounds. a sled-dog must stop running and rest. females stand about 22 inches tall at the shoulder and weigh about 53 pounds. A sled-dog which as run to its limit must rest for 10 minutes (60 rounds) before running again. a heavy load. 100–199 lbs. and the DC of this check increases by 1 for each check they have made. sled-dogs must make a DC 10 Constitution check to continue running.Level Adjustment: — Adult male qimmit stand about 25 inches tall at the shoulder and weigh about 77 pounds. If they do not rest at the end of this time. If they begin to sprint (at 5x their normal speed).

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The rod then nullifies the spell's effect and stores its potential until the wielder releases this energy in the form of spells of her own. and the amount of magical energy they have within them at the time. She can instantly detect a spell's level as the rod absorbs that spell's energy. or absorb magical effects it contacts. such as a rod of absorption or a rod of negation (if pointed at the manifestation rather than the wielder). She gets one level of spellfire energy for every spell level absorbed and can store a number of spellfire energy levels equal to her Constitution score. Unlike most supernatural abilities. The only restrictions are that the levels of spell energy stored in the rod must be equal to or greater than the level of the spell the wielder wants to cast. spellfire is affected by spells and magic items that affect spell-like abilities. or protection against fire apply these effects to half the damage. For casters such as bards or sorcerers who do not prepare spells. Spellfire damage is half fire damage and half raw magical power. and theoretically a spellfire wielder could counterspell another's spellfire. although the exact effects vary by circumstance and user. The magic absorbed must be a singletarget spell or a ray directed at either the character holding the rod or her gear. spellfire is a supernatural ability and does not provoke an attack of opportunity when used. This rod absorbs spells or spell-like abilities into itself. A running total of absorbed (and used) spell levels should be kept. restoring 2 hit points per spellfire energy level expended for this purpose. dependent upon their skill. spellfire can be used to heal. just like the damage of a flame strike spell is half fire and half divine energy. Talented wielders can release multiple blasts at once or even fly using the ability. However. Absorption requires no action on the part of the user if the rod is in hand at the time. It can be thwarted or counterspelled by dispel magic. . As a standard action. that any material components required for the spell be present. Creatures with immunity. In general.Persons gifted with the spellfire ability can do amazing things. the rod's energy can be used to cast any spell of the appropriate level or levels that they know. resistance. nor is it subject to spell resistance. A spellfire wielder can ready an action to absorb spells targeted at her as if she were a rod of absorption. dealing 1d6 points of spellfire damage per level expended (Reflex half DC 20). A spellfire wielder can also heal a target by touch. The wielder of the rod can use captured spell energy to cast any spell she has prepared without expending the prepared spell itself. she may expend these spellfire energy levels as a ranged touch attack (maximum range 400 feet). and that the rod be in the wielder's hand when he casts the spell. create blasts of destructive fire. talent.