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<blockquote data-quote="Obly99" data-source="post: 8662589" data-attributes="member: 7035194"><p>This is my version of the Houndsman, a custom class of the user [USER=6670757]@Beefermatic[/USER]. This version gains the AC bonus of the monk, uncanny dodge and the improved version of the barbarian and the alternative capstone ability of the base ranger. All the extra abilities not of this list are from the legendary ranger <a href="https://libraryofmetzofitz.fandom.com/wiki/Ranger_(Legendary)" target="_blank">Ranger (Legendary)</a></p><p style="text-align: center"><strong>Houndsman</strong></p><p></p><p><strong>Hit Die:</strong> d12.</p><p></p><p><strong>Starting Wealth:</strong> 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.</p><p><strong>Starting Age:</strong> As a ranger.</p><p></p><p><strong>Class Skills</strong></p><p>The Houndsman’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).</p><p></p><p><strong>Skill Ranks per Level:</strong> 6 + Int modifier.</p><p></p><p><strong>Table: Houndsman</strong></p><table style='width: 100%'><tr><td><p style="text-align: center"><strong>Level</strong></p> </td><td><p style="text-align: center"><strong>Base Attack Bonus</strong></p> </td><td><p style="text-align: center"><strong>Fort Save</strong></p> </td><td><p style="text-align: center"><strong>Ref Save</strong></p> </td><td><p style="text-align: center"><strong>Will Save</strong></p> </td><td><p style="text-align: center"><strong>Special</strong></p> </td></tr><tr><td><p style="text-align: center">1st</p> </td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">AC bonus, adaptive learning, favored enemy +4, smite 1/day, sneak attack 1d6, track, wildspeak (animal and magical beast)</p> </td></tr><tr><td><p style="text-align: center">2nd</p> </td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">Combat style feat, uncanny dodge</p> </td></tr><tr><td><p style="text-align: center">3rd</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">+3</p> </td><td><p style="text-align: center">Hunting ground +2, relentless stride, sneak attack 2d6</p> </td></tr><tr><td><p style="text-align: center">4th</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">Hunter’s bond, smite 2/day, spells</p> </td></tr><tr><td><p style="text-align: center">5th</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">Favored enemy +8, improved uncanny dodge, sneak attack 3d6, wildspeak (monstrous humanoid and fey)</p> </td></tr><tr><td><p style="text-align: center">6th</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">Combat style feat</p> </td></tr><tr><td><p style="text-align: center">7th</p> </td><td><p style="text-align: center">+7</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">+5</p> </td><td><p style="text-align: center">Smite 4/day, sneak attack 4d6</p> </td></tr><tr><td><p style="text-align: center">8th</p> </td><td><p style="text-align: center">+8</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">Hunting ground +4, Swift tracker</p> </td></tr><tr><td><p style="text-align: center">9th</p> </td><td><p style="text-align: center">+9</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">Evasion, sneak attack 5d6, wildspeak (vermin and plants)</p> </td></tr><tr><td><p style="text-align: center">10th</p> </td><td><p style="text-align: center">+10</p> </td><td><p style="text-align: center">+7</p> </td><td><p style="text-align: center">+7</p> </td><td><p style="text-align: center">+7</p> </td><td><p style="text-align: center">Combat style feat, favored enemy +12, smite 4/day</p> </td></tr><tr><td><p style="text-align: center">11th</p> </td><td><p style="text-align: center">+11</p> </td><td><p style="text-align: center">+7</p> </td><td><p style="text-align: center">+7</p> </td><td><p style="text-align: center">+7</p> </td><td><p style="text-align: center">Quarry, sneak attack 6d6</p> </td></tr><tr><td><p style="text-align: center">12th</p> </td><td><p style="text-align: center">+12</p> </td><td><p style="text-align: center">+8</p> </td><td><p style="text-align: center">+8</p> </td><td><p style="text-align: center">+8</p> </td><td><p style="text-align: center">Camouflage</p> </td></tr><tr><td><p style="text-align: center">13th</p> </td><td><p style="text-align: center">+13</p> </td><td><p style="text-align: center">+8</p> </td><td><p style="text-align: center">+8</p> </td><td><p style="text-align: center">+8</p> </td><td><p style="text-align: center">Hunting ground +6, smite 5/day, sneak attack 7d6, wildspeak (elementals and ooze)</p> </td></tr><tr><td><p style="text-align: center">14th</p> </td><td><p style="text-align: center">+14</p> </td><td><p style="text-align: center">+9</p> </td><td><p style="text-align: center">+9</p> </td><td><p style="text-align: center">+9</p> </td><td><p style="text-align: center">Combat style feat</p> </td></tr><tr><td><p style="text-align: center">15th</p> </td><td><p style="text-align: center">+15</p> </td><td><p style="text-align: center">+9</p> </td><td><p style="text-align: center">+9</p> </td><td><p style="text-align: center">+9</p> </td><td><p style="text-align: center">Favored enemy +16, sneak attack 8d6, stillsense</p> </td></tr><tr><td><p style="text-align: center">16th</p> </td><td><p style="text-align: center">+16</p> </td><td><p style="text-align: center">+10</p> </td><td><p style="text-align: center">+10</p> </td><td><p style="text-align: center">+10</p> </td><td><p style="text-align: center">Improved evasion, smite 6/day</p> </td></tr><tr><td><p style="text-align: center">17th</p> </td><td><p style="text-align: center">+17</p> </td><td><p style="text-align: center">+10</p> </td><td><p style="text-align: center">+10</p> </td><td><p style="text-align: center">+10</p> </td><td><p style="text-align: center">Hide in plain sight, sneak attack 9d6, wildspeak (earth)</p> </td></tr><tr><td><p style="text-align: center">18th</p> </td><td><p style="text-align: center">+18</p> </td><td><p style="text-align: center">+11</p> </td><td><p style="text-align: center">+11</p> </td><td><p style="text-align: center">+11</p> </td><td><p style="text-align: center">Combat style feat, hunting ground +8</p> </td></tr><tr><td><p style="text-align: center">19th</p> </td><td><p style="text-align: center">+19</p> </td><td><p style="text-align: center">+11</p> </td><td><p style="text-align: center">+11</p> </td><td><p style="text-align: center">+11</p> </td><td><p style="text-align: center">Improved quarry, perfect survivor, smite 7/day, sneak attack 10d6</p> </td></tr><tr><td><p style="text-align: center">20th</p> </td><td><p style="text-align: center">+20</p> </td><td><p style="text-align: center">+12</p> </td><td><p style="text-align: center">+12</p> </td><td><p style="text-align: center">+12</p> </td><td><p style="text-align: center">Apex predator, favored enemy +20, master hunter, see it before</p> </td></tr></table><p></p><p><strong>Class Features</strong></p><p>All of the following are class features of the Houndsman.</p><p></p><p><strong>Weapon and Armor Proficiency</strong></p><p>Houndsman is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).</p><p></p><p><strong>AC Bonus (Ex)</strong></p><p>When unarmored and unencumbered, the houndsman adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a houndsman gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every houndsman levels thereafter, up to a maximum of +5 at 20th level.</p><p></p><p>These bonuses to AC apply even against touch attacks or when the houndsman is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.</p><p></p><p><strong>Adaptive Learning (Ex)</strong></p><p>The houndsman doesn’t learn to be strong in every way. Instead, he learns to use his strengths in every way. This applies to learning as well, allowing the houndsman to master techniques he otherwise wouldn’t be able to. When choosing feats, if a feat requires a certain minimum ability score, the houndsman is considered to meet that requirement. He must still meet any other requirements. In addition, the houndsman counts his houndsman class levels as fighter levels for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.</p><p></p><p><strong>Favored Enemy (Ex)</strong></p><p>At 1st level, a houndsman gains a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, Stealth and Survival checks against all creatures. Likewise, he gets a +4 bonus on weapon attack, damage rolls, AC and CMD against all creatures. A houndsman may make Knowledge skill checks untrained when attempting to identify creatures.</p><p></p><p>At 5th level and every five levels thereafter (10th, 15th, and 20th level), the bonus increases by +4.</p><p></p><p><strong>Smite (Su)</strong></p><p>Once per day, a houndsman can call out to the powers of the hunt. As a swift action, the houndsman chooses one target within sight to smite. The houndsman adds his Wis bonus (if any) to his attack rolls and adds his houndsman level to all damage rolls made against the target of his smite. If the target of smite is an outsider, a dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the houndsman possesses. Regardless of the target, smite attacks automatically bypass any DR the creature might possess.</p><p></p><p>In addition, while smite is in effect, the houndsman gains a deflection bonus equal to his Wisdom modifier (if any) to his AC against attacks made by the target of the smite (this stack with the AC bonus class feature).</p><p></p><p>The smite effect remains until the target of the smite is dead or the next time the houndsman rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the houndsman may smite one additional time per day.</p><p></p><p><strong>Sneak Attack (Ex)</strong></p><p>If a houndsman can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.</p><p></p><p>The houndsman’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the houndsman flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 houndsman levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.</p><p></p><p>With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a houndsman can make a sneak attack that deals nonlethal damage instead of lethal damage. He can use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack with the usual –4 penalty.</p><p></p><p>The houndsman must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A houndsman cannot sneak attack while striking a creature with total concealment.</p><p></p><p><strong>Track (Ex)</strong></p><p>A houndsman adds half his level (minimum 1) to Survival skill checks made to follow tracks.</p><p></p><p><strong>Wildspeak (Ex)</strong></p><p>A houndsman is skilled in speaking with creatures that are close to nature. He can speak with any creature with the animal or magical beast type or communicate with them as if he spoke their language if they don’t have one (even if they have an Intelligence of 1 or 2 or if they are mindless). In addition, he gains a bonus equal to ½ his houndsman level (minimum 1) to his Diplomacy checks against such creatures when he attempts to influence their attitude. As a houndsman grows more experienced, he learns to do this with more exotic creatures. At 5th level, he may use this ability with any creature of the monstrous humanoid or fey types, at 9th level, he may use this ability with vermin and plants, at 13th level, he may use this ability with elementals and oozes. At 17th level, he may speak with the earth itself, communicating with rocks, rivers, and soil as if it were intelligent. For this purpose, treat each 30-foot by 30-foot section of earth as a separate intelligent creature, unless an obvious physical landmark is larger than that, with an alignment and temperament befitting that sort of terrain. The earth is aware of what has happened to it and has some understanding of events that have occurred in its presence.</p><p></p><p><strong>Combat Style Feat (Ex)</strong></p><p>At 2nd level, a houndsman must select one ranger combat style to pursue. The houndsman’s expertise manifests in the form of bonus feats from that style at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. The houndsman use is houndsman level as is ranger level for select those feats.</p><p></p><p>The benefits of the houndsman’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a houndsman selects a combat style, it cannot be changed without retraining.</p><p></p><p><strong>Uncanny Dodge (Ex)</strong></p><p>At 2nd level, a houndsman gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to armor class if immobilized. A houndsman with this ability can still lose his Dexterity bonus to armor class if an opponent successfully uses the feint action against him.</p><p></p><p>If a houndsman already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.</p><p></p><p><strong>Hunting Ground (Ex)</strong></p><p>At 3rd level, a houndsman gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks. A houndsman normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).</p><p></p><p>At 8th level and every five levels thereafter, the skill bonus and initiative bonus increases by +2. Hunting ground count as favored terrain in all terrains for prerequisites.</p><p></p><p><strong>Relentless Stride (Ex)</strong></p><p>At 3rd level, the houndsman learns to move more effectively in different environments. When he succeeds on a Climb check, he may move his full speed without penalty, or he may move half his speed while continuing to use a shield. He may also move his full speed when he succeeds on a Swim check, and he may move through any sort of terrain at his normal speed (even if magical manipulated to impede motion) and without taking damage or suffering any other impairment, and is not affected by tripping effects caused by slick or icy surfaces, magical or otherwise. At 7th level, the houndsman has an incredible lightness to his step. Provided he starts his turn on normal ground, he can move on any surface as if it were the ground, like walls and ceilings. He falls if his movement ends or he falls prone. As a swift action, he may make a Climb skill check to use a hand to cling to the surface he has walked on this way. He can also walk across water without sinking or taking damage but sinks normally if he stops his movement or falls prone. He cannot begin his movement on water.</p><p></p><p><strong>Hunter’s Bond (Ex)</strong></p><p>At 4th level, a houndsman forms a bond with his hunting companions. This bond can take one of three forms. Once the form is chosen, it can be changed with a full-round action.</p><p></p><p>The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the houndsman’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.</p><p></p><p>The second option is to form a close bond with an animal companion. A houndsman who selects an animal companion can choose any animal available to a druid. This animal is a loyal companion that accompanies the houndsman on his adventures as appropriate for its kind. A houndsman’s animal companion shares his favored enemy and hunting ground bonuses. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), with an effective druid level equal to the houndsman level. If the companion died or the houndsman change the form of the Hunter’s Bond, the houndsman can select a new animal companion (or the same animal if its nor dead) if a friendly animal of the list normally available to a druid is within 60 ft.</p><p></p><p>The third option is to give to an ally within 60 ft. (which cannot be normally be selected as an animal companion) as a free action the HD (d8; treat as rolled 4,5 for every dice plus Cos modifier, like a racial Hit Dice), 2 skill ranks (the creature does not gains bonus skill ranks for Int above 10) per Hit Dice gained, a number of bonus feats suited to the number of hit dice gained (use only the animal companion progression, not the number of odd hit dice of the character), a bonus to the natural armor and bonus to Strength and Dexterity of an animal companion of a level equal to the animal companion available to the houndmaster. This does not give an increase to BaB, Ability Score (1 for every 4 HD of the creature) or Saving Throw like a normal increase to HD give, instead it give a competence bonus to attack rolls and saving throw adapted to the bonus gained (Fortitude and Reflex good progression, Will bad progression). This increase of HD give an equivalent increase of character level (for effects like sleep, daze, microcosm) and maximum number of skill rank the creature can place in single skill. e.g.: a houndsman of 4th level will give 4 HD, 8 skill ranks, 2 bonus feats, +2 natural armor bonus, +1 Str/Dex, +3 competence bonus to attack roll, +4 competence bonus to Fortitude and Reflex and +1 to Will. A houndsman of 20th level will give 16 HD, 32 skill ranks, 8 bonus feats, +12 natural armor bonus, +6 Str/Dex, +12 competence bonus to attack roll, +10 competence bonus to Fortitude and Reflex and +5 to Will. The houndsman cannot apply this option to himself but only to other creatures.</p><p></p><p><strong>Spells</strong></p><p>Beginning at 4th level, a houndsman gains the ability to cast a small number of divine spells, which are drawn from the houndsman and ranger spell list. A houndsman must choose and prepare his spells in advance.</p><p></p><p>To prepare or cast a spell, a houndsman must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a houndsman’s spell is 10 + the spell level + the houndsman’s Wisdom modifier.</p><p></p><p>Like other spellcasters, a houndsman can cast only a certain number of spells of each spell level per day. His base daily spell allotment is equal to a ranger of the same level. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Houndsman indicates that the houndsman gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.</p><p></p><p>A houndsman must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A houndsman may prepare and cast any spell on the houndsman and ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.</p><p></p><p>Through 3rd level, a houndsman has no caster level. At 4th level and higher, his caster level is equal to his houndsman level</p><p></p><p><strong>Houndsman Spell List:</strong></p><p></p><p><em>1st Level</em></p><p></p><p>disguise self, feather fall, ghost sound, obscuring mist, sleep, true strike.</p><p></p><p><em>2nd Level</em></p><p></p><p>alter self, darkness, fox’s cunning, illusory script, invisibility, poison, spider climb, undetectable alignment.</p><p></p><p><em>3rd Level</em></p><p></p><p>deep slumber, deeper darkness, false life, glibness, magic circle against chaos/evil/good/law, misdirection.</p><p></p><p><em>4th Level</em></p><p></p><p>clairaudience/clairvoyance, dimension door, greater invisibility, locate creature, modify memory.</p><p></p><p><strong>Improved Uncanny Dodge (Ex)</strong></p><p>At 5th level and higher, a houndsman can no longer be flanked. This defense denies a rogue the ability to sneak attack the houndsman by flanking him, unless the attacker has at least four more rogue levels than the target has houndsman levels.</p><p></p><p>If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.</p><p></p><p><strong>Swift Tracker (Ex)</strong></p><p>Beginning at 8th level, a houndsman can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –5 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.</p><p></p><p><strong>Evasion (Ex)</strong></p><p>When he reaches 9th level, a houndsman can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the houndsman is wearing light armor, medium armor, or no armor. A helpless houndsman does not gain the benefit of evasion.</p><p></p><p><strong>Quarry (Ex)</strong></p><p>At 11th level, a houndsman can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a houndsman can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A houndsman can have no more than one quarry at a time. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the houndsman sees proof that his quarry is dead, he can select a new quarry after waiting 1 minute.</p><p></p><p><strong>Camouflage (Ex)</strong></p><p>A houndsman of 12th level or higher can use the Stealth skill to hide everywhere, even if the terrain doesn’t grant cover or concealment. The houndsman also learns to apply common materials to his clothing to remove odors while remaining downwind of enemies. He can apply his Stealth skill to avoid being detected by scent (though he still can be tracked by it). He also learns special techniques to disguise himself from blindsight and blindsense, as well as any other senses, so that he may always make a Stealth check to avoid being detected. He cannot do this while talking or using spells with verbal components.</p><p></p><p><strong>Stillsense (Ex)</strong></p><p>At 15th level, a houndsman becomes skilled in noticing tiny vibrations, shifts in air currents (or water currents, if underwater), and tiny movements across surfaces from changes in pressure. This works as a form of blindsight with a range of 30 feet that only detects creatures and objects that have moved (such as by attacking, changing location, casting a spell with somatic components, or making a skill check using Strength or Dexterity) within the past round. A creature that stops moving does not instantly become invisible to this sense; they are still noticeable until the air around them has stopped moving, which doesn’t happen until the end of their next turn. Creatures that are completely intangible are naturally invisible to this sense. This ability is not impeded if the houndsman is deafened in any way but does stop functioning if there is no air. Winds greater than 30mph can create blind spots downwind of the houndsman. This sense works continuously, and the houndsman may spend his move action to concentrate on the ability, doubling the range until the beginning of his next turn. This draws attacks of opportunity from adjacent enemies. At 19th level, the range on this sense doubles to 60 feet.</p><p></p><p><strong>Improved Evasion (Ex)</strong></p><p>At 16th level, a houndsman’s evasion improves. This ability works like evasion, except that while the houndsman still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless houndsman does not gain the benefit of improved evasion.</p><p></p><p><strong>Hide in Plain Sight (Ex)</strong></p><p>A houndsman of 17th level or higher can use the Stealth skill even while being observed.</p><p></p><p><strong>Improved Quarry (Ex)</strong></p><p>At 19th level, the houndsman’s ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 1 round has passed.</p><p></p><p><strong>Perfect Survivor (Ex)</strong></p><p>At 19th level, a houndsman becomes able to survive almost anywhere. The houndsman becomes immune to nonlethal damage as well as all forms of poison and disease. In addition, he may spend a swift action to focus his force of will, granting himself 20 temporary hit points. The temporary hit points last for 24 hours. These temporary hit points do not stack with themselves or other temporary hit points.</p><p></p><p><strong>Apex Predator (Ex)</strong></p><p>A houndsman of 20th level reaches the top of the food chain. Whenever he attacks his quarry and misses with a roll that is not a natural 1, he hits his quarry, but the damage is halved.</p><p></p><p><strong>Master Hunter (Ex)</strong></p><p>A houndsman of 20th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a creature at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + ½ the houndsman’s level + the houndsman’s Wisdom modifier. A houndsman can choose instead to deal an amount of nonlethal damage equal to the creature’s current hit points. A successful save negates this damage. A houndsman can use this ability at will, but not against the same creature more than once in a 24-hour period.</p><p></p><p><strong>Seen It Before (Ex)</strong></p><p>At 20th level, the houndsman is wise to all the tricks of his prey. The houndsman adds his favored enemy bonus as an insight bonus on saves against spells and abilities used by creatures.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8662589, member: 7035194"] This is my version of the Houndsman, a custom class of the user [USER=6670757]@Beefermatic[/USER]. This version gains the AC bonus of the monk, uncanny dodge and the improved version of the barbarian and the alternative capstone ability of the base ranger. All the extra abilities not of this list are from the legendary ranger [URL='https://libraryofmetzofitz.fandom.com/wiki/Ranger_(Legendary)']Ranger (Legendary)[/URL] [CENTER][B]Houndsman[/B][/CENTER] [B]Hit Die:[/B] d12. [B]Starting Wealth:[/B] 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less. [B]Starting Age:[/B] As a ranger. [B]Class Skills[/B] The Houndsman’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str). [B]Skill Ranks per Level:[/B] 6 + Int modifier. [B]Table: Houndsman[/B] [TABLE] [TR] [TD][CENTER][B]Level[/B][/CENTER][/TD] [TD][CENTER][B]Base Attack Bonus[/B][/CENTER][/TD] [TD][CENTER][B]Fort Save[/B][/CENTER][/TD] [TD][CENTER][B]Ref Save[/B][/CENTER][/TD] [TD][CENTER][B]Will Save[/B][/CENTER][/TD] [TD][CENTER][B]Special[/B][/CENTER][/TD] [/TR] [TR] [TD][CENTER]1st[/CENTER][/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]AC bonus, adaptive learning, favored enemy +4, smite 1/day, sneak attack 1d6, track, wildspeak (animal and magical beast)[/CENTER][/TD] [/TR] [TR] [TD][CENTER]2nd[/CENTER][/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]Combat style feat, uncanny dodge[/CENTER][/TD] [/TR] [TR] [TD][CENTER]3rd[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]+3[/CENTER][/TD] [TD][CENTER]Hunting ground +2, relentless stride, sneak attack 2d6[/CENTER][/TD] [/TR] [TR] [TD][CENTER]4th[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]Hunter’s bond, smite 2/day, spells[/CENTER][/TD] [/TR] [TR] [TD][CENTER]5th[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]Favored enemy +8, improved uncanny dodge, sneak attack 3d6, wildspeak (monstrous humanoid and fey)[/CENTER][/TD] [/TR] [TR] [TD][CENTER]6th[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]Combat style feat[/CENTER][/TD] [/TR] [TR] [TD][CENTER]7th[/CENTER][/TD] [TD][CENTER]+7[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]+5[/CENTER][/TD] [TD][CENTER]Smite 4/day, sneak attack 4d6[/CENTER][/TD] [/TR] [TR] [TD][CENTER]8th[/CENTER][/TD] [TD][CENTER]+8[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]Hunting ground +4, Swift tracker[/CENTER][/TD] [/TR] [TR] [TD][CENTER]9th[/CENTER][/TD] [TD][CENTER]+9[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]Evasion, sneak attack 5d6, wildspeak (vermin and plants)[/CENTER][/TD] [/TR] [TR] [TD][CENTER]10th[/CENTER][/TD] [TD][CENTER]+10[/CENTER][/TD] [TD][CENTER]+7[/CENTER][/TD] [TD][CENTER]+7[/CENTER][/TD] [TD][CENTER]+7[/CENTER][/TD] [TD][CENTER]Combat style feat, favored enemy +12, smite 4/day[/CENTER][/TD] [/TR] [TR] [TD][CENTER]11th[/CENTER][/TD] [TD][CENTER]+11[/CENTER][/TD] [TD][CENTER]+7[/CENTER][/TD] [TD][CENTER]+7[/CENTER][/TD] [TD][CENTER]+7[/CENTER][/TD] [TD][CENTER]Quarry, sneak attack 6d6[/CENTER][/TD] [/TR] [TR] [TD][CENTER]12th[/CENTER][/TD] [TD][CENTER]+12[/CENTER][/TD] [TD][CENTER]+8[/CENTER][/TD] [TD][CENTER]+8[/CENTER][/TD] [TD][CENTER]+8[/CENTER][/TD] [TD][CENTER]Camouflage[/CENTER][/TD] [/TR] [TR] [TD][CENTER]13th[/CENTER][/TD] [TD][CENTER]+13[/CENTER][/TD] [TD][CENTER]+8[/CENTER][/TD] [TD][CENTER]+8[/CENTER][/TD] [TD][CENTER]+8[/CENTER][/TD] [TD][CENTER]Hunting ground +6, smite 5/day, sneak attack 7d6, wildspeak (elementals and ooze)[/CENTER][/TD] [/TR] [TR] [TD][CENTER]14th[/CENTER][/TD] [TD][CENTER]+14[/CENTER][/TD] [TD][CENTER]+9[/CENTER][/TD] [TD][CENTER]+9[/CENTER][/TD] [TD][CENTER]+9[/CENTER][/TD] [TD][CENTER]Combat style feat[/CENTER][/TD] [/TR] [TR] [TD][CENTER]15th[/CENTER][/TD] [TD][CENTER]+15[/CENTER][/TD] [TD][CENTER]+9[/CENTER][/TD] [TD][CENTER]+9[/CENTER][/TD] [TD][CENTER]+9[/CENTER][/TD] [TD][CENTER]Favored enemy +16, sneak attack 8d6, stillsense[/CENTER][/TD] [/TR] [TR] [TD][CENTER]16th[/CENTER][/TD] [TD][CENTER]+16[/CENTER][/TD] [TD][CENTER]+10[/CENTER][/TD] [TD][CENTER]+10[/CENTER][/TD] [TD][CENTER]+10[/CENTER][/TD] [TD][CENTER]Improved evasion, smite 6/day[/CENTER][/TD] [/TR] [TR] [TD][CENTER]17th[/CENTER][/TD] [TD][CENTER]+17[/CENTER][/TD] [TD][CENTER]+10[/CENTER][/TD] [TD][CENTER]+10[/CENTER][/TD] [TD][CENTER]+10[/CENTER][/TD] [TD][CENTER]Hide in plain sight, sneak attack 9d6, wildspeak (earth)[/CENTER][/TD] [/TR] [TR] [TD][CENTER]18th[/CENTER][/TD] [TD][CENTER]+18[/CENTER][/TD] [TD][CENTER]+11[/CENTER][/TD] [TD][CENTER]+11[/CENTER][/TD] [TD][CENTER]+11[/CENTER][/TD] [TD][CENTER]Combat style feat, hunting ground +8[/CENTER][/TD] [/TR] [TR] [TD][CENTER]19th[/CENTER][/TD] [TD][CENTER]+19[/CENTER][/TD] [TD][CENTER]+11[/CENTER][/TD] [TD][CENTER]+11[/CENTER][/TD] [TD][CENTER]+11[/CENTER][/TD] [TD][CENTER]Improved quarry, perfect survivor, smite 7/day, sneak attack 10d6[/CENTER][/TD] [/TR] [TR] [TD][CENTER]20th[/CENTER][/TD] [TD][CENTER]+20[/CENTER][/TD] [TD][CENTER]+12[/CENTER][/TD] [TD][CENTER]+12[/CENTER][/TD] [TD][CENTER]+12[/CENTER][/TD] [TD][CENTER]Apex predator, favored enemy +20, master hunter, see it before[/CENTER][/TD] [/TR] [/TABLE] [B]Class Features[/B] All of the following are class features of the Houndsman. [B]Weapon and Armor Proficiency[/B] Houndsman is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). [B]AC Bonus (Ex)[/B] When unarmored and unencumbered, the houndsman adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a houndsman gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every houndsman levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the houndsman is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. [B]Adaptive Learning (Ex)[/B] The houndsman doesn’t learn to be strong in every way. Instead, he learns to use his strengths in every way. This applies to learning as well, allowing the houndsman to master techniques he otherwise wouldn’t be able to. When choosing feats, if a feat requires a certain minimum ability score, the houndsman is considered to meet that requirement. He must still meet any other requirements. In addition, the houndsman counts his houndsman class levels as fighter levels for the purpose of qualifying for feats. If he has levels in fighter, these levels stack. [B]Favored Enemy (Ex)[/B] At 1st level, a houndsman gains a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, Stealth and Survival checks against all creatures. Likewise, he gets a +4 bonus on weapon attack, damage rolls, AC and CMD against all creatures. A houndsman may make Knowledge skill checks untrained when attempting to identify creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the bonus increases by +4. [B]Smite (Su)[/B] Once per day, a houndsman can call out to the powers of the hunt. As a swift action, the houndsman chooses one target within sight to smite. The houndsman adds his Wis bonus (if any) to his attack rolls and adds his houndsman level to all damage rolls made against the target of his smite. If the target of smite is an outsider, a dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the houndsman possesses. Regardless of the target, smite attacks automatically bypass any DR the creature might possess. In addition, while smite is in effect, the houndsman gains a deflection bonus equal to his Wisdom modifier (if any) to his AC against attacks made by the target of the smite (this stack with the AC bonus class feature). The smite effect remains until the target of the smite is dead or the next time the houndsman rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the houndsman may smite one additional time per day. [B]Sneak Attack (Ex)[/B] If a houndsman can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The houndsman’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the houndsman flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 houndsman levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a houndsman can make a sneak attack that deals nonlethal damage instead of lethal damage. He can use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack with the usual –4 penalty. The houndsman must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A houndsman cannot sneak attack while striking a creature with total concealment. [B]Track (Ex)[/B] A houndsman adds half his level (minimum 1) to Survival skill checks made to follow tracks. [B]Wildspeak (Ex)[/B] A houndsman is skilled in speaking with creatures that are close to nature. He can speak with any creature with the animal or magical beast type or communicate with them as if he spoke their language if they don’t have one (even if they have an Intelligence of 1 or 2 or if they are mindless). In addition, he gains a bonus equal to ½ his houndsman level (minimum 1) to his Diplomacy checks against such creatures when he attempts to influence their attitude. As a houndsman grows more experienced, he learns to do this with more exotic creatures. At 5th level, he may use this ability with any creature of the monstrous humanoid or fey types, at 9th level, he may use this ability with vermin and plants, at 13th level, he may use this ability with elementals and oozes. At 17th level, he may speak with the earth itself, communicating with rocks, rivers, and soil as if it were intelligent. For this purpose, treat each 30-foot by 30-foot section of earth as a separate intelligent creature, unless an obvious physical landmark is larger than that, with an alignment and temperament befitting that sort of terrain. The earth is aware of what has happened to it and has some understanding of events that have occurred in its presence. [B]Combat Style Feat (Ex)[/B] At 2nd level, a houndsman must select one ranger combat style to pursue. The houndsman’s expertise manifests in the form of bonus feats from that style at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. The houndsman use is houndsman level as is ranger level for select those feats. The benefits of the houndsman’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a houndsman selects a combat style, it cannot be changed without retraining. [B]Uncanny Dodge (Ex)[/B] At 2nd level, a houndsman gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to armor class if immobilized. A houndsman with this ability can still lose his Dexterity bonus to armor class if an opponent successfully uses the feint action against him. If a houndsman already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead. [B]Hunting Ground (Ex)[/B] At 3rd level, a houndsman gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks. A houndsman normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). At 8th level and every five levels thereafter, the skill bonus and initiative bonus increases by +2. Hunting ground count as favored terrain in all terrains for prerequisites. [B]Relentless Stride (Ex)[/B] At 3rd level, the houndsman learns to move more effectively in different environments. When he succeeds on a Climb check, he may move his full speed without penalty, or he may move half his speed while continuing to use a shield. He may also move his full speed when he succeeds on a Swim check, and he may move through any sort of terrain at his normal speed (even if magical manipulated to impede motion) and without taking damage or suffering any other impairment, and is not affected by tripping effects caused by slick or icy surfaces, magical or otherwise. At 7th level, the houndsman has an incredible lightness to his step. Provided he starts his turn on normal ground, he can move on any surface as if it were the ground, like walls and ceilings. He falls if his movement ends or he falls prone. As a swift action, he may make a Climb skill check to use a hand to cling to the surface he has walked on this way. He can also walk across water without sinking or taking damage but sinks normally if he stops his movement or falls prone. He cannot begin his movement on water. [B]Hunter’s Bond (Ex)[/B] At 4th level, a houndsman forms a bond with his hunting companions. This bond can take one of three forms. Once the form is chosen, it can be changed with a full-round action. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the houndsman’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher. The second option is to form a close bond with an animal companion. A houndsman who selects an animal companion can choose any animal available to a druid. This animal is a loyal companion that accompanies the houndsman on his adventures as appropriate for its kind. A houndsman’s animal companion shares his favored enemy and hunting ground bonuses. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), with an effective druid level equal to the houndsman level. If the companion died or the houndsman change the form of the Hunter’s Bond, the houndsman can select a new animal companion (or the same animal if its nor dead) if a friendly animal of the list normally available to a druid is within 60 ft. The third option is to give to an ally within 60 ft. (which cannot be normally be selected as an animal companion) as a free action the HD (d8; treat as rolled 4,5 for every dice plus Cos modifier, like a racial Hit Dice), 2 skill ranks (the creature does not gains bonus skill ranks for Int above 10) per Hit Dice gained, a number of bonus feats suited to the number of hit dice gained (use only the animal companion progression, not the number of odd hit dice of the character), a bonus to the natural armor and bonus to Strength and Dexterity of an animal companion of a level equal to the animal companion available to the houndmaster. This does not give an increase to BaB, Ability Score (1 for every 4 HD of the creature) or Saving Throw like a normal increase to HD give, instead it give a competence bonus to attack rolls and saving throw adapted to the bonus gained (Fortitude and Reflex good progression, Will bad progression). This increase of HD give an equivalent increase of character level (for effects like sleep, daze, microcosm) and maximum number of skill rank the creature can place in single skill. e.g.: a houndsman of 4th level will give 4 HD, 8 skill ranks, 2 bonus feats, +2 natural armor bonus, +1 Str/Dex, +3 competence bonus to attack roll, +4 competence bonus to Fortitude and Reflex and +1 to Will. A houndsman of 20th level will give 16 HD, 32 skill ranks, 8 bonus feats, +12 natural armor bonus, +6 Str/Dex, +12 competence bonus to attack roll, +10 competence bonus to Fortitude and Reflex and +5 to Will. The houndsman cannot apply this option to himself but only to other creatures. [B]Spells[/B] Beginning at 4th level, a houndsman gains the ability to cast a small number of divine spells, which are drawn from the houndsman and ranger spell list. A houndsman must choose and prepare his spells in advance. To prepare or cast a spell, a houndsman must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a houndsman’s spell is 10 + the spell level + the houndsman’s Wisdom modifier. Like other spellcasters, a houndsman can cast only a certain number of spells of each spell level per day. His base daily spell allotment is equal to a ranger of the same level. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Houndsman indicates that the houndsman gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. A houndsman must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A houndsman may prepare and cast any spell on the houndsman and ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Through 3rd level, a houndsman has no caster level. At 4th level and higher, his caster level is equal to his houndsman level [B]Houndsman Spell List:[/B] [I]1st Level[/I] disguise self, feather fall, ghost sound, obscuring mist, sleep, true strike. [I]2nd Level[/I] alter self, darkness, fox’s cunning, illusory script, invisibility, poison, spider climb, undetectable alignment. [I]3rd Level[/I] deep slumber, deeper darkness, false life, glibness, magic circle against chaos/evil/good/law, misdirection. [I]4th Level[/I] clairaudience/clairvoyance, dimension door, greater invisibility, locate creature, modify memory. [B]Improved Uncanny Dodge (Ex)[/B] At 5th level and higher, a houndsman can no longer be flanked. This defense denies a rogue the ability to sneak attack the houndsman by flanking him, unless the attacker has at least four more rogue levels than the target has houndsman levels. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. [B]Swift Tracker (Ex)[/B] Beginning at 8th level, a houndsman can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –5 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. [B]Evasion (Ex)[/B] When he reaches 9th level, a houndsman can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the houndsman is wearing light armor, medium armor, or no armor. A helpless houndsman does not gain the benefit of evasion. [B]Quarry (Ex)[/B] At 11th level, a houndsman can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a houndsman can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A houndsman can have no more than one quarry at a time. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the houndsman sees proof that his quarry is dead, he can select a new quarry after waiting 1 minute. [B]Camouflage (Ex)[/B] A houndsman of 12th level or higher can use the Stealth skill to hide everywhere, even if the terrain doesn’t grant cover or concealment. The houndsman also learns to apply common materials to his clothing to remove odors while remaining downwind of enemies. He can apply his Stealth skill to avoid being detected by scent (though he still can be tracked by it). He also learns special techniques to disguise himself from blindsight and blindsense, as well as any other senses, so that he may always make a Stealth check to avoid being detected. He cannot do this while talking or using spells with verbal components. [B]Stillsense (Ex)[/B] At 15th level, a houndsman becomes skilled in noticing tiny vibrations, shifts in air currents (or water currents, if underwater), and tiny movements across surfaces from changes in pressure. This works as a form of blindsight with a range of 30 feet that only detects creatures and objects that have moved (such as by attacking, changing location, casting a spell with somatic components, or making a skill check using Strength or Dexterity) within the past round. A creature that stops moving does not instantly become invisible to this sense; they are still noticeable until the air around them has stopped moving, which doesn’t happen until the end of their next turn. Creatures that are completely intangible are naturally invisible to this sense. This ability is not impeded if the houndsman is deafened in any way but does stop functioning if there is no air. Winds greater than 30mph can create blind spots downwind of the houndsman. This sense works continuously, and the houndsman may spend his move action to concentrate on the ability, doubling the range until the beginning of his next turn. This draws attacks of opportunity from adjacent enemies. At 19th level, the range on this sense doubles to 60 feet. [B]Improved Evasion (Ex)[/B] At 16th level, a houndsman’s evasion improves. This ability works like evasion, except that while the houndsman still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless houndsman does not gain the benefit of improved evasion. [B]Hide in Plain Sight (Ex)[/B] A houndsman of 17th level or higher can use the Stealth skill even while being observed. [B]Improved Quarry (Ex)[/B] At 19th level, the houndsman’s ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 1 round has passed. [B]Perfect Survivor (Ex)[/B] At 19th level, a houndsman becomes able to survive almost anywhere. The houndsman becomes immune to nonlethal damage as well as all forms of poison and disease. In addition, he may spend a swift action to focus his force of will, granting himself 20 temporary hit points. The temporary hit points last for 24 hours. These temporary hit points do not stack with themselves or other temporary hit points. [B]Apex Predator (Ex)[/B] A houndsman of 20th level reaches the top of the food chain. Whenever he attacks his quarry and misses with a roll that is not a natural 1, he hits his quarry, but the damage is halved. [B]Master Hunter (Ex)[/B] A houndsman of 20th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a creature at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + ½ the houndsman’s level + the houndsman’s Wisdom modifier. A houndsman can choose instead to deal an amount of nonlethal damage equal to the creature’s current hit points. A successful save negates this damage. A houndsman can use this ability at will, but not against the same creature more than once in a 24-hour period. [B]Seen It Before (Ex)[/B] At 20th level, the houndsman is wise to all the tricks of his prey. The houndsman adds his favored enemy bonus as an insight bonus on saves against spells and abilities used by creatures. [/QUOTE]
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