| Those who defy
the law must always look over their shoulders, for the church of
Agaleus, god of justice, has trained a corps of tireless hunters
dedicated to tracking down criminals and bringing them to
justice. These hunters are known as The Hounds of God,
or simply, The Bloodhounds.
The Bloodhounds have a simple creed: Find them, and bring them
justice. Where possible, a Bloodhound will go to great
lengths to bring a criminal back alive, but where that is
impracticable, Bloodhounds have no compunction about administering
final justice themselves.
Hit Die:d8
Requirements:
Alignment: lawful neutral or
lawful good
Base Attack Bonus: +6
Feats: Track, Skill Focus (Gather Information)
Skills: Wilderness Lore (5 ranks), Gather Information (5
ranks), Search (5 ranks)
Special: Member of the Church of Agaleus
Class Skills:
The skills of the Bloodhound (and the key ability for each
skill) are: Bluff (Cha), Gather Information (Cha), Heal (Wis),
Innuendo (Wis) Intimidate
(Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis),
Move Silently (Dex), Open Locks (Dex), Ride (Dex), Search (Int),
Use Rope (Dex) and WIlderness Lore (Wis)
Skill points at each level: 4+Int modifier.
Class Features:
All of the following are class features of the Bloodhound prestige class:
Weapon and Armor: Bloodhounds are
proficient with all simple and martial weapons and all armor and
shields.
Subdual Mastery: Whenever a Bloodhound attacks with a
melee weapon, he can deal subdual damage with the weapon instead
of normal damage with no penalty to the attack roll.
Normally, attempting to deal subdual damage in this way incurs a
-4 penalty to hit.
Subdual Strike: Any time the Bloodhound uses his Subdual
Mastery class ability and the target would be denied its Dexterity
bonus to AC, or when the Bloodhound flanks the target, the
Bloodhound's attack deals extra points of subdual damage.
Should the Bloodhound score a critical hit, this extra damage is
not multiplied. This damage stacks with any sneak attack
damage derived from other classes.
A Bloodhound can only use Subdual Strike on a living creature
with a discernable anatomy (not constructs, oozes, plants, undead
or incorporeal creatures). A Bloodhound may not use Subdual
Strike on a target that has concealment or when striking the limbs
of a creature whose vitals are beyond his reach.
Improved Grapple: At 2nd level, the Bloodhound receives
the Improved Grapple feat, which allows you to start a grapple as
a free action without incurring an Attack of Opportunity if you
hit with an unarmed strike. See the Theeurth Book of Feats.
Crippling Strike: The Bloodhound with this ability can
subdual strike opponents with such precision that his blows weaken
and hamper them. When the Bloodhound damages an opponent
with subdual strike, that character also takes 1 point of
temporary Strength damage. Ability points lost to damage
return on their own at the rate of 1 point per day.
Exotic Weapon Proficiency (Manacles): A Bloodhound can
swing a pair of metal manacles in one hand as if they were a club
without suffering a penalty for using an improvised weapon.
Masterwork manacles can be wielded as a masterwork light flail.
Streetwise: The Bloodhound gains circumstance bonus on
all Innuendo and Gather Information checks while in pursuit of a
criminal.
Restrain: When the Bloodhounds successfully pins an
opponent while grappling, he can attempt to hog-tie his
opponent. The Bloodhound must have a rope or chain in one
hand to attempt this action. When trying to restrain, make
an opposed grapple check. The Bloodhound can use his Use
Rope skill instead of a normal grapple check. The opponent
must make an opposed grapple check or Escape Artist check.
If the Bloodhound succeeds, the opponent is hog-tied. If the
opponent succeeds, the restraint failed and the grapple continues.
If a Bloodhound successfully restrains an opponent, that
character is considered bound and helpless (See Dungeon
Master's Guide p. 84 for the helpless description). Not
that the Bloodhound receives the standard +10 bonus on Use Rope
checks to bind someone, per the Player's Handbook, p.
76. Bound foes can make an Escape Artist check (opposed by
the Bloodhound's Use Rope check) or a Strength check (DC 23 for
rope, DC 26 for chain) to break free.
The Bloodhound can only use this ability on humanoid opponents
who are no more than one size category larger.
Improved Restrain: A Bloodhound with this ability can
attempt to restrain an opponent without first pinning him.
Thus, whenever a grapple is established, the Bloodhound can use
and attack action to attempt to restrain his foe. If the
Bloodhound has the Quick Draw feat, he does not need to be holding
the rope or chain in his hand.
Intuition: When hunting a specific person, a Bloodhound
with this ability can use his Intuit Direction skill (DC 20) to
determine in which direction the culprit might be found if the
criminal is within one mile of the Bloodhound. Similarly,
the Bloodhound can use this ability to determine the direction of
anyone he has previously faced in combat, if he has reason to
believe the opponent is within one mile.
| Class Level |
Base Attack
Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
| 1st |
+1 |
+0 |
+0 |
+2 |
Subdual
Mastery, Subdual Strike +1d6 |
| 2nd |
+2 |
+0 |
+0 |
+3 |
Improved Grapple,
Crippling Strike |
| 3rd |
+3 |
+1 |
+1 |
+3 |
Exotic
Weapon Proficiency (Manacles), Streetwise +2 |
| 4th |
+4 |
+1 |
+1 |
+4 |
Subdual Strike
+2d6 |
| 5th |
+5 |
+1 |
+1 |
+4 |
Restrain |
| 6th |
+6 |
+2 |
+2 |
+5 |
Streetwise+4 |
| 7th |
+7 |
+2 |
+2 |
+5 |
Subdual
Strike +3d6 |
| 8th |
+8 |
+2 |
+2 |
+6 |
Improved Restrain |
| 9th |
+9 |
+3 |
+3 |
+6 |
Streetwise
+6 |
| 10th |
+10 |
+3 |
+3 |
+7 |
Intuition, subdual
strike +4d6 |
|