Howl Attack: Once per round as a full action you may let out a frightening howl which affects all foes in a blast inflicting 2d6 + your Cha modifier in stress damage (this blast tapers off every 5 feet; see page 214 of FC). Make a single ranged attack against all foes in the area; each character hit may make a Will Save (DC 10 + the number of Species feats you have + your Con modifier) to avoid taking any damage. [2.5]
I would suggest~Dreadful Howl:
As a full action you may unleash a dreadful howl. All enemies up to one size category larger than you able to hear you must make a Will save (DC 10 + the number of species feats you have + half your Intimidate ranks, rounded up) or suffer 2d6 + your Con modifier stress damage. The DC of this save increases by +4 for enemies able to see and hear your as you howl. You may use this ability a number of times per scene equal to your starting action dice.GRIM PACK
The higher of your Strength or Constitution rises by 1. Each time you would be affected by an enemy's spell, you may make an Intimidate (Wis) check. You gain Spell Defense against that spell equal to the result of your check. However, you suffer a -2 penalty to Appearance.CLASS ABILITIES
-Let Slip the Dogs of War I
: At level 1, as long as you are flanking
an opponent, your bite natural attack gains Keen 10 and guard 1.
-Let Slip the Dogs of War II
: At level 4, all of your allies with a bite natural attack able to see and hear you also gain this benefit.