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Prestige Classes


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Bloodhound
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

 

 
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