Master of the Hounds Prestige Class


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Some thoughts on the HoundMaster

Greetings folks!

I hope you will forgive a completely different take on the HoundMaster kit/PrC :).

You have done some grande work here Jester :), please don't get me wrong. I do wonder, however, if you aren't limiting the scope and possibilities for the class by assuming the dogs' only purpose is as a wardog or foxhound style dog.

I have a character who was created with the original 2nd ed kit and specialized in scenting dogs more for search and rescue sort of opportunities (I don't mean for avalanches so much as lost twits in the bush or even kidnapped in a city). She also trained them to pull sledges/carts and to carry messages. Wardogs was really their last function and primarily in defence of their master.

A houndmaster should really be viewed far more like an equerry than some here are seeing. They are not 'just dogs' (and the average lifespan for a medium sized dog is 10+ years so it isn't 'they're always dying') to a houndmaster, nor are they just another weapon. They are his friends, his companions and they would probably be the first one the HM went to after a fight, over his human companions, as a matter of instinct.

Now, for some specific thoughts:
Master of the Hounds
Base Attack: Medium (as cleric).
Out of curiousity, why would you change his base attack from fighter/ranger (the original kit's requisite) to cleric? The character fit is so much truer to a ranger.

Level-Special Abilities
1---Hounds (2)
2---Speed increase +10’
3---Flanking attack +1d6
4---Hounds (3)
5---Perfect understanding
6---
7---Hounds (4)
8---Flanking attack +2d6
9---Speed increase +20’
10--Hounds (5)
Again out of curiousity, did you see these extra dogs as requirement? Do they -=have=- to travel with the HM at all times? Have you ever travelled with a pack of dogs? Heheh. Even the experts are challenged :) and if you add intelligence to the fray...picture travelling with five four year old children who ALL want your attention LOL

Level-HD-Natural AC-Int-Special Abilities
1--+4--+2--+1--Devotion, evasion
2--+5--+3--+1--Flanking attack +1d6
3--+6--+4--+2--Ability increase +2
4--+6--+5--+3--
5--+7--+6--+4--Flanking attack +2d6
6--+7--+7--+5--Ability increase +2
7--+7--+8--+6
8--+8--+9--+7--Flanking attack +3d6
9--+8--+10--+8--Ability increase +2
10--+8-- +11--+9--Class level
After gifting the dogs with intelligence, there doesn't seem to be any gifts that correspond with that gift. How about adding Search, Spot, Listen (with some serious bonus') and other skills for dogs.

The Monsters Dog gives them: +4 racial bonus on jump, survival when tracking by scent, couldn't we build on these abilities as well?

-Class Level: Each of the hounds may take a single level in any class. Given their increased intelligence, there could even be hound wizards.
I think that could be pushing it some :). Unless one is playing in a campaign where dogs can grow to be dragons in fur coats :).

***

I really like what you have done and plan on using it (with a few tweaks to suit as outlined above) in a FR campaign I just joined. :)

Thank you Jester for doing the bulk of the legwork :)

With a smile,
DreamQuestin
 

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