Halfling Hound Master PrC

Isida Kep'Tukari

Adventurer
Supporter
Ferrix wanted to make a halfing dog rider prestige class, and I though I'd give it a crack too. Here's my version, comments and constructive criticism are always welcome.

Halfling Hound Master

Racing across the plains, through the forest, or even through the clouds, the halfling hound master relentlessly pursues his prey with his pack of loyal hounds baying at his heels. Bonded to his riding dog as a paladin is bonded to his mount, with a pack of dogs as loyal as a druid’s animal companion, the Hound Master and his dog work as a wolf pack, seemingly of one mind, coordinating their tactics to take down prey many times their own size.

Hit Dice: d10

Requirements
To qualify to become a Halfling Hound Master (Hhm), a character must fulfill all the following criteria.
Race: Halfling
BAB: +5
Feats: Mounted Combat, Ride-By Attack, Spirited Charge, Skill Focus (Ride)
Skills: Ride – 8 ranks, Handle Animal – 8 ranks, Survival - 4 ranks.
Special: Must be proficient in either a lance or type of polearm
Special: Must never voluntarily hurt a canine that has not first attacked him.
Special: Must own and ride a riding dog.

Class Skills
The Halfling Hound Master’s class skills (and the key ability for each skill) are Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Survival (Wis), and Swim (Str)

Skill Points per Level: 2 + Int mod per level

Lvl....BAB...Fort...Ref...Will...Special
1......+1......+2.....+0.....+0.....Bonded Hound, Canine Empathy
2......+2......+3.....+0.....+0.....Pack Master
3......+3......+3.....+1.....+1.....Hound Rider +1
4......+4......+4.....+1.....+1.....Hound’s Best Friend +1
5......+5......+4.....+1.....+1.....Pack Mentality, Hound Rider +2
6......+6......+5.....+2.....+2.....Hound’s Best Friend, +2
7......+7......+5.....+2.....+2.....Pin and Tear, Hound Rider +3
8......+8......+6.....+2.....+2.....One Pack, One Mind, Hound’s Best Friend +3
9......+9......+6.....+3.....+3.....Hound Rider +4
10.....+10.....+7.....+3.....+3.....Hound’s Bound, Hound’s Best Friend +4

Class Features
All of the following are class features of the Halfling Hound Master prestige class.

Weapon and Armor Proficiency: The Halfling Hound Master gains no additional weapon or armor proficiencies.

Bonded Hound (Sp): A Halfling Hound Master’s riding hound now becomes as skilled as a paladin’s mount, having been influenced by the Hound Master’s skills and care. The bonded hound is now treated as a paladin’s mount of a level equal to the Hound Master’s level +2. The bonded hound will immediately have the empathic link with his master, even though he does not start to gain the rest of the paladin mount abilities until 3rd level. Unlike the paladin's mount, the bonded hound is with the Hound Master all the time.

Canine Empathy (Ex): A Halfling Hound Master is skilled with handling dogs of all types. He gains Wild Empathy (as per the druid class feature) with any canine of the animal type, using his Hound Master level in place of his druid level (though if he has both, they stack for the purpose of determining his wild empathy against canines).

Pack Master (Ex): Starting at 2nd level, and at every even level after that, the Halfing Hound Master attracts an unusually cunning hound that he may accept into his pack. Thereafter the hound, if treated well, is very loyal and protective of the Hound Master. All hounds (treat as normal riding dogs) acquired in this way have the abilities of an animal companion of a druid of a level equal to the Hound Master’s -2. If these hounds die, it takes a full month to call another hound.

Hound Rider: Due to his extensive experience with riding dogs, a Halfling Hound Master gains the listed bonus to Ride checks when riding his bonded hound.

Hound’s Best Friend: The Halfling Hound Master is able to easily train and deal with dogs even if they are not his own. He gains the listed bonus to Handle Animal checks versus canines of the Animal type.

Pack Mentality (Ex): The Halfling Hound Master has nearly supernatural control over his pack. As a free action he can command his pack to help him flank a single target on all possible sides. The pack and Hound Master flanking in this manner as a +4 to attack instead of just a +2.

Pin and Tear: By using a polearm or lance, a Halfling Hound Master can pin an opponent to the ground so that his pack can tear them apart. He may use a polearm to attempt a grapple check (instead of grappling body to body) with no additional penalties to the grapple check. However, he still provokes an attack of opportunity, and all other penalties (for size and Strength) still apply.

One Pack, One Mind (Su): By now the mind of the Hound Master and his pack are nigh-inseparable. If one member of the pack is not considered flanked, then none of them are. They are not considered flanked unless they all are.

Hound’s Bound (Ex): A Hound Master can attack with great ferocity, particularly at the end of a run. The Hound Master (and only the Hound Master, not his bounded mount or pack) can make a full attack at the end of a charge.
 
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Great but, something catches my eye...

By the time you're done with this PrC, you'll have the equivalent of a Paladin's Special Mount, and the equivalent of 9(!) Druid Animal Companions. That's a lot of companions, even if they're abilities are 5 levels behind those of your straight paladin and straight druid friends. You might want to think about another way making the 'pack'... Use ordinary riding dogs, maybe, and treat them in the same manner as followers for the Leadership feat.

Also... I wonder why mounted PrCs always seem to be geared toward the lance. I have yet to see a mounted archery PrC. It seems that mounted archery would be particularly suitable to your typical halfling dog-rider... Use that small size and high dexterity to it's utmost advantage. I know it would mean a big change to the PrC, but think about it.
 

Maybe add in some requirements?

I mean, there are none yet. The character who is going into this PrC is quite obviously a mounted type. The feats are all no brainer choices, the skills also (well 2 ranks in survival maybe not).

So, what this PrC does is, to provide a certain type of fighter with bonus abilities without adding a real cost to them.

I'd drop Ride-By-Attack and Spirited Charge from the list and add in some feat, which normally would not be taken. Like Skill Focus (ride), for example.

Also I don't really understand the weapon proficiency requirement, it's not a mounted knight, or is it? The spear would be a very reasonable weapon choice, of course, everyone will use the lance, since it is simply better, but the spear would be more fitting IMHO.

The paladin mount and animal companion amassment is a bit much, I think. Those are pretty powerful abilities by themselves already. Even the mount should not be as powerful as the paladin's, maybe should be aquired later (like 3rd) and then start at the minimum level (i.e. PrC+2 in that case), or only count half the level (similar to the ranger's animal companion). I'd furthermore drop the animal companion stuff completely, or at least weaken it considerably.

The paladin is the stereotypical mounted knight. A fighter with this PrC totally blows him away. That's simply not right.

Pin and Tear - Does this mean, he can "grapple" as if taking the -20, but not doing so? Or is this a regular grapple?

Hound's Pounce - Too much and not very reasonable either, as hounds do not pounce.

That's all I can think of. :)

Bye
Thanee
 

Ak, I totally meant to put "every other" level as for when the Hound Master gains his pack. So he'll end up with 5, not 9 pack members. I weakened the bounded mount and the animal companions, and added in Skill Focus (ride) as a requirement.

As for why it's not an archery PrC... Ferrix gave me the theme, requirements, and some ability ideas, and I ran with it. Ferrix wanted a guy who would mix it up with the pack, not an archer. So, hence the non-archer. :)
 

*start rambling*

The picture for these guys is similar to a knight but more gruff and far from the noble image. They are the shock cavalry (lance really makes sense there doesn't it) of a halfling force. These guys ended up veering a bit away from what I had thought up, they lack the intimidating aspect I was looking for.

A melee halfling is also subpar to a standard melee fighter type due to the penalty to strength, reduced weapon die sizes, etc. And why add in requirements to make it more difficult to get into, he's already focused pretty extensively, this class most definately gives him an outlet for expanding in that area of expertise but not in other areas. Adding requirements in to make them pay extra doesn't really make too much sense to me, and ends up becoming restrictive.

I would have left the bonded hound as level +4, it really doesn't overshadow the paladin at all since the paladin is of a very different sort in his abilities. The paladin is not the stereotypical mounted knight in my opinion, he's the honor-bound mounted knight who is a champion of good, casting spells and smiting evil. A fighter who focuses on mounted combat should be better at it than a paladin since that is what they do, combat.

The pack hounds seems pretty good, although, I'd just say equivalent druid level. That ends up being at most a level 10 druid companion at 10th level. Which would be five 8hd riding dogs at minimum level of 15. Sure it's pretty good but area attacks at level 15 can easily tear down low-hd creatures.

For the full attack, it didn't have to be the full attack at the end of a charge but rather the full mounted attack that cavaliers gets which doesn't work with charges. My suggestion to Isida was a bit off in this case.

An idea I had was a thunderous charge ability which would let them invoke fear against enemies they charged, leaving them panicked or at the very least shaken.

*rambling out*

(rambling note, take with a grain of salt)
 

Ok, here is the Hound Master modified further to Ferrix's suggestions. :)

Halfling Hound Master II

Racing across the plains, through the forest, or even through the clouds, the halfling hound master relentlessly pursues his prey with his pack of loyal hounds baying at his heels. Bonded to his riding dog as a paladin is bonded to his mount, with a pack of dogs as loyal as a druid’s animal companion, the Hound Master and his dog work as a wolf pack, seemingly of one mind, coordinating their tactics to take down prey many times their own size. A Hound Master running with his pack is a frightening sight to see.

Hit Dice: d10

Requirements
To qualify to become a Halfling Hound Master (Hhm), a character must fulfill all the following criteria.
Race: Halfling
BAB: +6
Feats: Mounted Combat, Ride-By Attack, Spirited Charge, Skill Focus (Handle Animal)
Skills: Ride – 8 ranks, Handle Animal – 8 ranks, Intimidate - 4 ranks, Survival - 4 ranks.
Special: Must be proficient in at least one kind of reach weapon.
Special: Must never voluntarily hurt a canine that has not first attacked him.
Special: Must own and ride a riding dog.

Class Skills
The Halfling Hound Master’s class skills (and the key ability for each skill) are Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Survival (Wis), and Swim (Str)

Skill Points per Level: 2 + Int mod per level

Lvl....BAB...Fort...Ref...Will...Special
1......+1......+2.....+0.....+0.....Bonded Hound, Canine Empathy
2......+2......+3.....+0.....+0.....Pack Master
3......+3......+3.....+1.....+1.....Hound Rider +1
4......+4......+4.....+1.....+1.....Hound’s Best Friend +1
5......+5......+4.....+1.....+1.....Pack Mentality, Hound Rider +2
6......+6......+5.....+2.....+2.....Hound’s Best Friend, +2
7......+7......+5.....+2.....+2.....Pin and Tear, Hound Rider +3
8......+8......+6.....+2.....+2.....One Pack, One Mind, Hound’s Best Friend +3
9......+9......+6.....+3.....+3.....Hound Rider +4, Full Mounted Attack
10.....+10.....+7.....+3.....+3.....Baying of the Pack, Hound’s Best Friend +4

Class Features
All of the following are class features of the Halfling Hound Master prestige class.

Weapon and Armor Proficiency: The Halfling Hound Master gains no additional weapon or armor proficiencies.

Bonded Hound (Sp): A Halfling Hound Master’s riding hound now becomes as skilled as a paladin’s mount, having been influenced by the Hound Master’s skills and care. The bonded hound is now treated as a paladin’s mount of a level equal to the Hound Master’s level +4. The bonded hound will immediately have the empathic link with his master, even though he does not start to gain the rest of the paladin mount abilities until 3rd level. Unlike the paladin's mount, the bonded hound is with the Hound Master all the time.

Canine Empathy (Ex): A Halfling Hound Master is skilled with handling dogs of all types. He gains Wild Empathy (as per the druid class feature) with any canine of the animal type, using his Hound Master level in place of his druid level (though if he has both, they stack for the purpose of determining his wild empathy against canines).

Pack Master (Ex): Starting at 2nd level, and at every even level after that, the Halfing Hound Master attracts an unusually cunning hound that he may accept into his pack. Thereafter the hound, if treated well, is very loyal and protective of the Hound Master. All hounds (treat as normal riding dogs) acquired in this way have the abilities of an animal companion of a druid of a level equal to the Hound Master’s. If these hounds die, it takes a full month to call another hound.

Hound Rider: Due to his extensive experience with riding dogs, a Halfling Hound Master gains the listed bonus to Ride checks when riding his bonded hound.

Hound’s Best Friend: The Halfling Hound Master is able to easily train and deal with dogs even if they are not his own. He gains the listed bonus to Handle Animal checks versus canines of the Animal type.

Pack Mentality (Ex): The Halfling Hound Master has nearly supernatural control over his pack. As a free action he can command his pack to help him flank a single target on all possible sides. The pack and Hound Master flanking in this manner as a +4 to attack instead of just a +2.

Pin and Tear: By using a polearm or lance, a Halfling Hound Master can pin an opponent to the ground so that his pack can tear them apart. He may use a polearm to attempt a grapple check (instead of grappling body to body) with no additional penalties to the grapple check. However, he still provokes an attack of opportunity, and all other penalties (for size and Strength) still apply.

One Pack, One Mind (Su): By now the mind of the Hound Master and his pack are nigh-inseparable. If one member of the pack is not considered flanked, then none of them are. They are not considered flanked unless they all are. The Hound Master must be within 10 feet of either his bonded hound or one of his pack for this ability to function.

Full Mounted Attack: The Hound Master learns to use exquisite timing to cause harm and mayhem amongst his enemies when mounted. At 9th level the Hound Master may make a full attack action when his mount moves more than 5 feet (assuming an opponent exists to be attacked), instead of only a single attack.

Baying of the Pack (Su): A Hound Master running with his pack can strike fear into the heart of his enemies. Three times per day, as a standard action, the Hound Master and all of his pack can let out a fearful howl. Enemies within 30 ft. must make a Will save (DC 15 + Hound Master's Cha mod) or be frightened. Those that make their save are only shaken for one round.
 
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And why add in requirements to make it more difficult to get into, ...
What do you mean with "more difficult", right now there is not a single requirement there, except for the 4 ranks in survival.

You only need stuff you will have anyways, that's not a requirement. ;)

Being a halfling can be seen as a requirement, tho for their -2 damage on average and -4 on size-related checks (grapple, trip), they do gain quite a few other things (like +2 AC, +1 to all saves), so that's hardly that bad.

he's already focused pretty extensively, this class most definately gives him an outlet for expanding in that area of expertise but not in other areas. Adding requirements in to make them pay extra doesn't really make too much sense to me, and ends up becoming restrictive.
And adding in powers with no requirements tend to end up being too much in my experience. ;)

If you compare advancing in this PrC to advancing in the fighter class, you gain so much more (you only lose a couple bonus feats), but you gain several powerful abilities, about half of which are more powerful than a single feat choice for the fighter, and then there is the other half you get on top of that.

And there is no effective cost attached to these bonuses.

You'd have to drop (without replacement) like half of the special ablities (I'd start with Pin and Tear and Full Mounted Attack) to make it reasonable IMHO.

Not to bash on the idea, just stating my opinion on its balance. :)

Bye
Thanee
 

Here's what you chose for Donner (this PrC wasn't even in existance by that time).

Skills and Feats: (24 skill points, 8/4 max ranks) Handle Animal +8 (8 ranks), Ride +13 (8 ranks), Intimidate +8 (8 ranks); Mounted Combat, Ride by Attack, Spirited Charge, Weapon Focus: Lance, Endurance, Weapon Specialization: Lance.
That includes the full requirements, cept for the 4 ranks of Survival, since those are among the best choices in skills and feats for a mounted-style character already.

Adding feats in, which you would not choose normally, would add a cost to entering the PrC, which is not given right now. For this cost you could expect something in return. If there is no cost, then the PrC should not grant abilities beyond those of a core class, thus as this is a fighter class it should grant abilities, which are equivalent to five bonus fighter feats (from a power-level view, don't need to mimic them, don't need to be five abilities, which are equivalent to one feat each, just the total should be similar), even slightly better to compensate for the lack of choice (as the abilities are fixed unlike the bonus feats). But not stuff that is easily twice or thrice as good.

Bye
Thanee
 

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