|Average Height: 2' 8" - 3' 0"|
Average Weight: 25 - 38lb.
Ability Scores: +2 Charisma, +2 Dexterity or +2 Wisdom
Languages: Canine, Common
Guard Dog: You gain a +5 racial bonus to saving throws against fear.
Occasional Quadruped: You can carry, push and drag 25% more weight for your Strength, just like a quadruped.
Good Dog: Once per encounter, you can use either the puppy eyes or valiant bark power.
|Puppy Eyes||Corgi Racial Power|
|You are just too adorable to hit.|
|Trigger: You are hit by a close attack or a melee attack|
|Target: The attacking creature|
|Attack: Charisma +2 vs. Will|
|Hit: The target's attack fails without expending their power.|
|Miss: The target's attack hits you.|
|Valiant Bark||Corgi Racial Power|
|Your bark is worse than your bite.|
|Encounter ✦ Fear|
|Minor Action||Close burst 3|
|Target: Each enemy in burst|
|Attack: Wisdom + 2 vs. Will, or Charisma + 2 vs. Will|
|Hit: The target takes a -1 penalty to attack rolls until the end of your next turn.|
|Increase to +4 bonus and -2 penalty at 11th level, and to +6 bonus and -3 penalty at 21st level.|
|Special: When you create your character, choose Wisdom or Charisma as the ability score you use when making attack rolls with this power. This choice remains throughout your character's life and does not change the power's other effects.|
Corgis are energetic, fun loving free spirits, found almost anywhere there are people and settlements. Wandering Corgi are friendly and helpful, and fellow travelers take them as a sign of good luck. Depending on the individual, Corgis can be extremely hard-working or lackadaisical vagabonds who wish nothing more than to sleep under a shady tree. Above all Corgis are caring, loyal, and curious to a fault.
Play a corgi if you want...
- to be adorable.
Adorable by Association
Benefit: You grant allies within 5 squares of you a +1 bonus to Diplomacy checks and Bluff checks.
Prerequisite: Corgi, rogue, Sneak Attack class feature
Benefit: When you hit a Large or larger enemy and would deal Sneak Attack damage against that target, you can forgo rolling Sneak Attack damage and instead cause the target to be slowed until the end of your next turn. Using this option counts as using Sneak Attack for the round.
Prerequisite: Corgi, ranger, Beast Mastery class feature, valiant bark racial power
Benefit: Your beast companion can act as the origin square for your valiant bark racial power.
Benefit: You possess vicious claws, which you can use as weapons with a +3 proficiency bonus and 1d6 damage. For purpose of powers and feats, you can treat your claws as light blades, and you are considered to have a weapon in each hand. You may enchant and disenchant your claws. When you disenchant your claws, they do not turn to dust.
Prerequisite: Corgi, any arcane class
Benefit: When you use an arcane encounter attack power, you can shift 2 squares before or after the action.
Prerequisite: Corgi, any martial class
Benefit: You gain a +1 bonus to Will if all your martial encounter attack powers are expended.
Prerequisite: Corgi, any divine class
Benefit: When you use your valiant bark racial power, you may spend a healing surge.
Prerequisite: Corgi, bard
Benefit: You gain a +1 bonus to attack rolls for bard powers when not using an implement.
Benefit: You gain a +5 feat bonus to Perception checks made to track and to Insight checks made to penetrate an illusion or disguise. You can use this bonus during a skill challenge if you can convince the DM that scent is relevant to the check.
Prerequisite: Corgi, any leader class
Benefit: Adjacent allies gain a +1 bonus to attack rolls.
Benefit: You have resist cold 5 + one-half your level.
Benefit: You gain a +1 bonus to AC and Reflex defense against the attacks of Large or larger foes.
Prerequisite: Corgi, druid
Benefit: When you hit an enemy within 3 squares of you with a druid encounter or daily power, you gain a +2 feat bonus to Will until the start of your next turn.
Prerequisite: Corgi, any primal class
Benefit: You gain a +2 feat bonus to damage rolls against bloodied enemies. This increases to +4 at 11th level, and +6 at 21st level.
Prerequisite: 11th level, corgi, puppy eyes racial power
Benefit: When an attack fails to hit you because of your puppy eyes racial power, you can make a basic melee attack against the triggering enemy as an free action.
Prerequisite: 11th level, corgi, Dex 16
Benefit: You gain a +1 racial bonus to your speed.
Hounding Their Heels
Prerequisite: 11th level, corgi
Benefit: When you bloody an adjacent foe, you can choose to deal an extra 1d6 + Strength modifier damage against the target.
Improved Puppy Eyes
Prerequisite: 11th level, corgi, puppy eyes racial power
Benefit: When you use your puppy eyes racial power, you gain combat advantage over the triggering enemy until the end of your next turn.
Prerequisite: 11th level, corgi
Benefit: You can move through the space of a creature two or more sizes larger than you (Large or larger) without provoking opportunity attacks from that creature. You don't provoke when you leave an adjacent square to enter the target creature's space, or when you leave the target creature's space to enter an adjacent square. You still provoke attacks from other creatures. You can't end your move in another creature's space.
Prerequisite: 11th level, corgi, cleric
Benefit: If you have not yet used your racial power in an encounter, as a free action you can expend valiant bark to regain one use of your healing word power. If you do so, you don't gain the normal effect of valiant bark.
Prerequisite: 21st level, corgi, trained in Perception
Benefit: You ignore concealment and total concealment when attacking creatures that are within 2 squares of you. You also don't need to make Perception checks to determine the location of invisible creatures that are within 2 squares of you.
Prerequisite: 21st level, corgi, Con 17
Benefit: You can use your second wind as a minor action.
Superior Puppy Eyes
Prerequisite: 21st level, corgi, puppy eyes racial power
Benefit: When you use your puppy eyes racial power, you can choose for the interrupted attack to hit an enemy adjacent to you instead, provided that enemy is not already affected by the attack.
Prerequisite: 21st level, corgi, any martial class
Benefit: When you charge, you can choose to make an encounter melee attack power instead of a melee basic attack.
Prerequisite: 21st level, corgi, Cha 17
Benefit: When you are first bloodied in an encounter, you regain the use of the valiant bark racial power if you have used it during this encounter.
You were born into service as a squire or servant to a noble house. Did you like working for your master? Were you a good dog? Did you dream of greater things? Perhaps you were taught what you know by your doting patron. Or were your studies or your training done in secret?
Associated Skills: Diplomacy, Endurance, Insight
Feral and Free
You were born out in the wilderness, and so you are more in tune with your animal nature. Is this your first time among civilised people? Do you dislike cities, or find them fascinating? Perhaps you were born in the Feywild itself, and have an understanding of the fey races. You might get on exceptionally well with primal classes, even if you are not one yourself.
Associated Skills: Nature, Perception
Associated Languages: Giant, Goblin
You raised yourself on the streets of a bustling city. Did you have to steal food to survive? Are you naturally good at slipping through packed crowds? Did you make enemies during your time as a stray? Did your life on the streets give you the skills you needed to become who you are?
Associated Skills: Streetwise, Thievery
Racial Paragon Path: Dog of War
"You! That way! You! This way! Arf!"
- Prerequisite: Corgi
Dog of War Path Features
Encouraging Companion (11th level): When you spend an action point to take an extra action, all allies within 10 squares of you gain temporary hit points equal to your Charisma modifier.
Shepherd of Battle (11th level): Any push, pull or slide you cause increases in range by 2 squares.
Superior Wrangler (16th level): Whenever you score a critical hit, you can push the target a number of squares equal to your Charisma modifier.
Dog of War Powers
|Herding Bark||Dog of War Attack 11|
|You let out a torrent of snapping barks, confusing your enemies and driving them where you want.|
|Encounter ✦ Fear, Psychic|
|Standard Action||Close blast 5|
|Target: Each enemy in blast|
|Attack: Charisma + 4 vs. Will|
|Hit: Charisma modifier psychic damage, and you slide the target a number of squares equal to your Charisma modifier.|
|21st level: Increases to Charisma + 6 vs. Will|
|Nimble Rush||Dog of War Utility 12|
|You dash through your enemies like a blur, ready to herd them elsewhere.|
|Effect: You shift twice your speed.|
|Drive Them Back||Dog of War Attack 20|
|When you see one of your allies under threat, you turn your ferocity upon the enemy.|
|Daily ✦ Fear, Psychic|
|Immediate Interrupt||Close burst 5|
|Trigger: An ally within 5 squares of you is attacked by an enemy|
|Target: The triggering enemy in burst|
|Attack: Charisma +6 vs. Reflex|
|Hit: 4d8 + Charisma modifier psychic damage, and you push the target 5 squares.|
|Miss: Half damage, and the target is dazed until the end of your next turn.|