Geiger Counter
2010-03-23, 02:06 AM
This class has transformed basically into Kiba Inuzuka from naruto. It is a good idea to apply for this class using the wilderness rogue from unearthed arcana. A pictures worth a thousand words.
http://www.narutopictures.biz/pics/kiba-akamaru.jpg
http://images2.wikia.nocookie.net/__cb20080728202904/naruto/images/d/d4/Man_Beast_Combination_Transformation_Double-Headed_Wolf.jpg
HOUND MASTER
Hit Die: d6.
Requirements
To qualify to become a hound master, a character must fulfill all of the following criteria.
Feats: Track, Rapid Shot or Two Weapon Fighting, endurance.
Skills: 8 ranks in survival.
Special: Sneak attack +1d6, Evasion.
Class Skills
The hound master’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography/nature) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Survival (Wis), and Use Rope (Dex).
Skill Points at Each Additional Level: 6 + Int modifier.
Hound master
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+0|+2|+0|Skills of the Trade, Animal Companion, Distracting Companion, Experienced Tracker, Magic Fang +1.
2nd|+1|+0|+3|+1|Sneak Attack +1d6, Uncanny Dodge.
3rd|+2|+1|+3|+1|Improved Combat Style, Woodland Stride, Magic Fang +2.
4th|+3|+1|+4|+1|Sneak Attack +2d6, Dire Companion.
5th|+3|+1|+4|+1|Improved Uncanny Dodge, Spirit Bond, Magic Fang +3.
6th|+4|+2|+5|+2|Sneak Attack +3d6,
7th|+5|+2|+5|+2|Combat Style Mastery, Special ability, Magic Fang +4.
8th|+6|+2|+6|+2|Sneak Attack +4d6, Camouflage.
9th|+6|+3|+6|+3|Swift Tracker, Hide in Plain Sight, Magic Fang +5.
10th|+7|+3|+7|+3|Sneak attack +5d6, Special ability, Fuse.[/table]
Class Features
All of the following are Class Features of the hound master prestige class.
Weapon and Armor Proficiency: Hound masters gain no proficiency with any weapon or armor.
Skills of the Trade: A Hound master gains free skill ranks in profession (Tailor) craft (armorsmithing) (Both with leather, hide and bone items only) and profession (butcher) equal to his levels in hound master.
Animal Companion (Ex): A hound master may begin play with an animal companion selected from the following list: dog, riding dog or wolf. This animal is a loyal companion that accompanies the hound master on his adventures as appropriate for its kind. If the hound master has received an animal companion from another class it’s special properties only stack with the hound master’s if that animal is on the hound master’s list of animal companion choices.
A 1st-level hound master’s companion is completely typical for its kind except as noted below. As a hound master advances in level, the animal’s power increases at the same rate as a druid’s. If a hound master releases his companion from service, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.
Distracting Companion (Ex): Any creature threatened by a hound master’s animal companion allows the hound master who owns that companion (only) to make sneak attacks against that creature. The hound master must otherwise fulfill all other criteria normal to making sneak attacks.
Experienced Tracker (Ex): A Hound master’s animal companion gains a bonus to tracking equal to it’s master’s ranks in survival.
Magic Fang (Su): At 1st level A hound master's companion gains a +1 enhancement bonus to it's bite attack. This increases by +1 at all odd levels.
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If a hound master gets a sneak attack bonus from another source the bonuses on damage stack.
Uncanny Dodge (Ex): Starting at 2nd level, both the hound master and his companion retain their Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (They still lose any Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below).
Improved Combat Style (Ex): At Third level, a hound master must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.
If the hound master selects archery, he must have the Rapid Shot feat. If the hound master selects two-weapon combat, he must have the Two-Weapon Fighting feat. If the hound master has both feats he can still only choose one combat style.
If he selected archery he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the hound master selected two-weapon combat he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
The benefits of the hound master’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Woodland Stride (Ex): Starting at his third level, both a hound master and his companion may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect them.
Dire Companion (Sp): Upon reaching his forth level a hound master gains this spell like ability to transform his companion into something akin to a dire version of his companion's type. His pet (only) goes under the effects of the animal growth spell. This spell treats the hound master's levels as a caster level. This spell lasts 1 hour per caster level and can be cast once per day for every three levels the hound master has in this class.
Improved Uncanny Dodge (Ex): At 5th level, both a hound master and his companion can no longer be flanked, since they can each react to opponents on opposite sides of himself as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the hound master. The exception to this defense is that a rogue at least four levels higher than the hound master can flank him (and thus sneak attack him).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Spirit Bond: Upon reaching his fifth level the hound master and his companion grow a bond so close they share magical effects. While they are within 100 feet of eachother both the hound master and his companion share all enchantment, insight, luck, morale, profane, resistance and sacred effects.
Special Abilities: On attaining 7th level, and at every three levels thereafter a hound master gains a special ability of her choice from among the same options as a rogue’s special abilities.
Enchanted Companion (Su): Upon reaching the sixth level a hound master's companion's bite attack is always under the effects of greater magic fang at a caster level equal to the hound master's level in hound master.
Combat Style Mastery (Ex): At 7th level, a hound master’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.
If the hound master selected two-weapon combat, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the hound master’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Camouflage (Ex): Upon reaching the eighth level, both a hound master and his companion can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Swift Tracker (Ex): Beginning at 9th level, both a hound master and his companion can move at their normal speed while following tracks without taking the normal –5 penalty. Taking only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Hide in Plain Sight (Ex): When he reaches the ninth level, both a hound master and his companion while in any sort of natural terrain can use the Hide skill even while being observed.
Fuse: The hound master spends one of his daily uses of dire companion, which lasts just as long, unless the hound master end’s it early, to merge with his animal companion to create one of two possible forms. A two headed beast or a four armed hybrid archer creature. He must merely touch his animal companion to merge with it. The hound master looses all equipment, the ability to speak and cast spells in this form just as if he used wild shape, so if the hound master gains any ability that would allow a druid to retain equipment, speak and cast spells while in wildshape, so can a hound master while fused. Physically in the first form the dog or wolf gains the normal effects of dire companion but it also gains an extra head and so an extra bite attack equal in size to the real head. Both heads receive the same benefits from magic fang. If the hound master had two weapon fighting both heads can attack with the same penalties as if someone was fighting with two light weapons. Also if they had any other two weapon fighting feats the extra head can attack just as many times as he could with an off hand weapon. Both heads always deals sneak attack damage unless the target creature is immune to sneak attacks and critical hits. The hound master's second possible form is a large four armed creature similar in appearance to a lycanthropes hybrid form. A large composite Great Bow (CW) appears in the creature's hands which perfectly adjusts to double the creature's strength bonus (four arms=double strength bonus), alongside a never ending supply of size appropriately sized arrows. Any enchantment bonus from magic fang is applied to the arrows fired. Any ability bonus or ability penalty the Companion had except intelligence is either added or subtracted from it's master's scores. The companion gains all hit points, skills, BAB and saves from the hound master’s class levels. The fused entity also gains any the feats the hound master has that can be used in this new form. Also the merging of two minds and two bodies makes for a creature with a lot of redundancy, the fused entity rolls twice when making fortitude and will saves and takes the better of the two results. When they demerge they split their hit points equally unless that would cause one of the to have more hitpoints than their maximum hitpoints than those hitpoints are given to the one with the higher maximum hitpoints.
http://www.narutopictures.biz/pics/kiba-akamaru.jpg
http://images2.wikia.nocookie.net/__cb20080728202904/naruto/images/d/d4/Man_Beast_Combination_Transformation_Double-Headed_Wolf.jpg
HOUND MASTER
Hit Die: d6.
Requirements
To qualify to become a hound master, a character must fulfill all of the following criteria.
Feats: Track, Rapid Shot or Two Weapon Fighting, endurance.
Skills: 8 ranks in survival.
Special: Sneak attack +1d6, Evasion.
Class Skills
The hound master’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography/nature) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Survival (Wis), and Use Rope (Dex).
Skill Points at Each Additional Level: 6 + Int modifier.
Hound master
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+0|+2|+0|Skills of the Trade, Animal Companion, Distracting Companion, Experienced Tracker, Magic Fang +1.
2nd|+1|+0|+3|+1|Sneak Attack +1d6, Uncanny Dodge.
3rd|+2|+1|+3|+1|Improved Combat Style, Woodland Stride, Magic Fang +2.
4th|+3|+1|+4|+1|Sneak Attack +2d6, Dire Companion.
5th|+3|+1|+4|+1|Improved Uncanny Dodge, Spirit Bond, Magic Fang +3.
6th|+4|+2|+5|+2|Sneak Attack +3d6,
7th|+5|+2|+5|+2|Combat Style Mastery, Special ability, Magic Fang +4.
8th|+6|+2|+6|+2|Sneak Attack +4d6, Camouflage.
9th|+6|+3|+6|+3|Swift Tracker, Hide in Plain Sight, Magic Fang +5.
10th|+7|+3|+7|+3|Sneak attack +5d6, Special ability, Fuse.[/table]
Class Features
All of the following are Class Features of the hound master prestige class.
Weapon and Armor Proficiency: Hound masters gain no proficiency with any weapon or armor.
Skills of the Trade: A Hound master gains free skill ranks in profession (Tailor) craft (armorsmithing) (Both with leather, hide and bone items only) and profession (butcher) equal to his levels in hound master.
Animal Companion (Ex): A hound master may begin play with an animal companion selected from the following list: dog, riding dog or wolf. This animal is a loyal companion that accompanies the hound master on his adventures as appropriate for its kind. If the hound master has received an animal companion from another class it’s special properties only stack with the hound master’s if that animal is on the hound master’s list of animal companion choices.
A 1st-level hound master’s companion is completely typical for its kind except as noted below. As a hound master advances in level, the animal’s power increases at the same rate as a druid’s. If a hound master releases his companion from service, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.
Distracting Companion (Ex): Any creature threatened by a hound master’s animal companion allows the hound master who owns that companion (only) to make sneak attacks against that creature. The hound master must otherwise fulfill all other criteria normal to making sneak attacks.
Experienced Tracker (Ex): A Hound master’s animal companion gains a bonus to tracking equal to it’s master’s ranks in survival.
Magic Fang (Su): At 1st level A hound master's companion gains a +1 enhancement bonus to it's bite attack. This increases by +1 at all odd levels.
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If a hound master gets a sneak attack bonus from another source the bonuses on damage stack.
Uncanny Dodge (Ex): Starting at 2nd level, both the hound master and his companion retain their Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (They still lose any Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below).
Improved Combat Style (Ex): At Third level, a hound master must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.
If the hound master selects archery, he must have the Rapid Shot feat. If the hound master selects two-weapon combat, he must have the Two-Weapon Fighting feat. If the hound master has both feats he can still only choose one combat style.
If he selected archery he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the hound master selected two-weapon combat he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
The benefits of the hound master’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Woodland Stride (Ex): Starting at his third level, both a hound master and his companion may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect them.
Dire Companion (Sp): Upon reaching his forth level a hound master gains this spell like ability to transform his companion into something akin to a dire version of his companion's type. His pet (only) goes under the effects of the animal growth spell. This spell treats the hound master's levels as a caster level. This spell lasts 1 hour per caster level and can be cast once per day for every three levels the hound master has in this class.
Improved Uncanny Dodge (Ex): At 5th level, both a hound master and his companion can no longer be flanked, since they can each react to opponents on opposite sides of himself as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the hound master. The exception to this defense is that a rogue at least four levels higher than the hound master can flank him (and thus sneak attack him).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Spirit Bond: Upon reaching his fifth level the hound master and his companion grow a bond so close they share magical effects. While they are within 100 feet of eachother both the hound master and his companion share all enchantment, insight, luck, morale, profane, resistance and sacred effects.
Special Abilities: On attaining 7th level, and at every three levels thereafter a hound master gains a special ability of her choice from among the same options as a rogue’s special abilities.
Enchanted Companion (Su): Upon reaching the sixth level a hound master's companion's bite attack is always under the effects of greater magic fang at a caster level equal to the hound master's level in hound master.
Combat Style Mastery (Ex): At 7th level, a hound master’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.
If the hound master selected two-weapon combat, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the hound master’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Camouflage (Ex): Upon reaching the eighth level, both a hound master and his companion can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Swift Tracker (Ex): Beginning at 9th level, both a hound master and his companion can move at their normal speed while following tracks without taking the normal –5 penalty. Taking only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Hide in Plain Sight (Ex): When he reaches the ninth level, both a hound master and his companion while in any sort of natural terrain can use the Hide skill even while being observed.
Fuse: The hound master spends one of his daily uses of dire companion, which lasts just as long, unless the hound master end’s it early, to merge with his animal companion to create one of two possible forms. A two headed beast or a four armed hybrid archer creature. He must merely touch his animal companion to merge with it. The hound master looses all equipment, the ability to speak and cast spells in this form just as if he used wild shape, so if the hound master gains any ability that would allow a druid to retain equipment, speak and cast spells while in wildshape, so can a hound master while fused. Physically in the first form the dog or wolf gains the normal effects of dire companion but it also gains an extra head and so an extra bite attack equal in size to the real head. Both heads receive the same benefits from magic fang. If the hound master had two weapon fighting both heads can attack with the same penalties as if someone was fighting with two light weapons. Also if they had any other two weapon fighting feats the extra head can attack just as many times as he could with an off hand weapon. Both heads always deals sneak attack damage unless the target creature is immune to sneak attacks and critical hits. The hound master's second possible form is a large four armed creature similar in appearance to a lycanthropes hybrid form. A large composite Great Bow (CW) appears in the creature's hands which perfectly adjusts to double the creature's strength bonus (four arms=double strength bonus), alongside a never ending supply of size appropriately sized arrows. Any enchantment bonus from magic fang is applied to the arrows fired. Any ability bonus or ability penalty the Companion had except intelligence is either added or subtracted from it's master's scores. The companion gains all hit points, skills, BAB and saves from the hound master’s class levels. The fused entity also gains any the feats the hound master has that can be used in this new form. Also the merging of two minds and two bodies makes for a creature with a lot of redundancy, the fused entity rolls twice when making fortitude and will saves and takes the better of the two results. When they demerge they split their hit points equally unless that would cause one of the to have more hitpoints than their maximum hitpoints than those hitpoints are given to the one with the higher maximum hitpoints.