Callings

While many TTRPGS have classes (like Pathfinder, Dungeons & Dragons, and Dungeon World), Pugmire has callings. Heroic dogs fall into one of several callings reflecting their knowledge and specialties within the adventuring group, as well as in dog society.

A calling is what a dog does with his life, whether it’s protecting good dogs with sword and shield, using relics to cast amazing magical spells, or hunting down monsters in the wild areas outside the kingdom. A dog of any breed and background can choose to follow any calling.

Introduction
Callings contain the following information, some of which impacts later steps in making your dog.

Typical dog: What a typical dog from this calling looks like, as well as what breeds commonly pursue this vocation.

View on the Code: What the average dog of this calling thinks of the Code. Every dog can have her own opinions, but you can use this as a starting point for your own character.

View on other callings: What the average dog of this calling thinks of the other callings. As with the Code, every dog has her own opinions, but this is a good place to start.

Stamina dice: What stamina dice the calling uses. A dog gets a number of these dice equal to her level.

Stamina points: How many stamina points the dog gets each level.

Primary abilities: Which two ability scores the tricks for this calling are generally based on. These are also the abilities to which you add your dog’s proficiency bonus for saving throws.

Skills: What two skills you can choose for your dog.

Rucksack: What’s in your dog’s rucksack to start. You can change items with your Guide’s permission. Sometimes you will have an option of which equipment to choose.

Unusual circumstances: One item in the rucksack is listed as having been acquired under “unusual circumstances.” These circumstances can be anything you want, but this list gives you six ideas on what those circumstances might be.

First tricks: The tricks you start with at first level.

Artisans
Artisans are dogs dedicated to the study of magic — particularly the magic behind masterwork relics.

Guardians
Guardians are warriors, dogs that keep the peace with a sharp word or fight monsters with a keen blade.

Hunters
Hunters are dogs that explore the wild places around Pugmire. They don’t live fully in civiliza-tion, nor are they strays that always wander in the wilderness.

Ratters
Ratters are the trackers, rogues, and criminals of the cities, digging up things that have been forgotten.

Shepherds
The Church of Man has brought many positive things to Pugmire, and the shepherds are one of the most common examples.

Strays
Nomadic wanderers, stalwart survivors, and feral warriors, strays are robust dogs that have abandoned civilization to live in the wilderness.