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Houndmaster (Cavalier)

The noble art of hunting runs deep in the history of cavaliers. Rather than a steed, some cavaliers trust their lives to their hounds, forming a bond stronger than anything.  
Loyal Hounds
A cavalier gains the service of a pair of loyal and trusty hounds to accompany them onto the battlefield. This mount functions as a druid’s animal companion, using the cavalier’s level as their effective druid level.   A houndmaster can select a pair of dogs, wolf dogs, or one of each.   Despite being two different creatures, the houndmaster’s hounds share a single standard action between themselves. This limitation only applies to the hound’s standard action, they are able to take a move and swift action without limitations, and a hound can use this standard action to make a full round action if they wish. Both hounds also share magic item slots, and as long as both hounds are within 60 feet of each other, they both benefit from any magical item worn by either hound.   The hounds are always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A houndmaster’s hounds do not gain the share spells special ability, but they treat Light Armor Proficiency as though it was the share spells special ability for the purpose of animal companion archetypes. Each hound may have a different animal companion archetype.   A houndmaster’s bond with their hounds is strong, with the pair learning to anticipate each other’s moods and moves. Should either (or both) of a houndmaster’s hounds die, the houndmaster may find another to serve them after 1 week of mourning.   This ability alters mount.  
Noble Hounds (Ex)
At 1st level, a cavalier’s animal companions gains a +1 morale bonus to attack rolls made with natural weapons. At 5th level and every 4 levels afterwards, this bonus increases by +1, to a maximum of +5 at 17th level.   This ability alters noble steed.  
Opportunistic Jaws (Ex)
At 3rd level, whenever a hound misses an attack against a creature, that creature provokes an attack of opportunity from the houndmaster’s other hound. Both hounds also gain the Combat Reflexes feat (if they already possessed this feat, they can select another feat of the houndmaster’s choice). At 7th level, whenever a hound attacks a creature (regardless of if the attack is successful), that creature provokes an attack of opportunity from the other hound.   At 11th level, if both hounds successfully attack the same creature during the same round, that creature must make a successful Fortitude saving throw (DC equal to 10 + 1/2 the houndmaster’s class level + their Charisma modifier) or be staggered for 1 round. Regardless of the result of the saving throw, the creature takes bleed damage equal to the base damage of the hound’s bite attack (if the hounds do not deal the same amount of damage, use the lower damage of the two to determine bleed damage). At 19th level, if a creature fails the Fortitude save to avoid being staggered, they must make a successful Reflex saving throw at the same DC or take 1 point of Strength, Dexterity, or Constitution bleed damage instead (cavaliers’s choice). Creatures that are immune to sneak attacks are also immune to these types of bleed damage.   This ability replaces cavalier’s charge, risky lunge, mighty charge, and supreme charge.  
Hunter’s Nose (Ex)
At 4th level, both of the houndmaster’s hounds a bonus to Survival checks to track a creature equal to 1/2 the houndmaster’s class level.   This ability replaces measured gait.  
Pack Tactics (Ex)
At 6th level, whenever both of a houndmaster’s hounds threaten the same creature, any movement made by the hounds does not provoke an attack of opportunity from that creature.   This ability replaces compact steed.  
Iron Hound (Ex)
At 7th level, as long as a houndmaster and their hounds are all within 60 feet of each other, both hounds gains DR 2/-. At 11th level and every four levels afterwards, this DR increases by 1. This damage reduction stacks with similar damage reduction.   This ability alters iron steed.  
Hound’s Bond (Ex)
At 9th level, as long as both of the houndmaster’s hounds are above 0 hit points and the cavalier is within 60 feet of them, the cavalier gains the benefits of the Diehard and Deathless Initiate feats, regardless of if they qualify for them.   At 17th level, whenever the houndmaster would normally be dead due to hit point damage, as long as both of their hounds are still alive and within 60 feet, the houndmaster can act as though they were still alive, as well as being able to be healed. If the houndmaster is healed above the threshold they would need to be alive before leaving the area of this ability, they continue to be alive, although if they are still below 0 hit points, they fall unconscious as normal.   This ability alters rider’s bond.  
Fanged Parry (Ex)
At 12th level, a cavalier has mastered using their hounds to deflect attacks. Whenever a houndmaster is adjacent to one of their hounds, as an immediate action, they may expend 1 round of their commander’s aura to attempt a Handle Animal check to cause their hound to deflect the blow. The DC of this check is equal to the result of the attack roll made against them. If successful, the attack hits the hound instead, dealing half of its normal damage. A cavalier must decide to use this ability after the attack has been rolled, but before the result has been revealed.   A houndmaster can spend an additional round to call a hound within 30 feet of themselves to their side to deflect the attack; the movement granted by this ability does not provoke attacks of opportunity, and the hound must have line of sight and effect to the houndmaster to be able to be called to the houndmaster’s side.   This ability alters steed’s parry.  
Powerful Hounds (Ex)
At 13th level, as long as a houndmaster and their hounds are all within 60 feet of each other, both hounds are treated as one size larger for the purpose of how much damage their natural attacks deal. This does not stack with any other virtual size increases, such as the impact weapon enhancement.   This ability alters powerful steed.  
Master’s Awe (Ex)
At 18th level, whenever a houndmaster is within 60 feet of one of their hounds, they can spend 3 round of their commander’s aura as a free action while making an attack. If the attack is successful, the attacked creature must make a successful Will saving throw (DC 10 + 1/2 the houndmaster’s class level + their Charisma modifier) or be stunned for 1 round.   In addition, for a number of rounds equal to the houndmaster’s Charisma modifier, at the beginning of each of the creature’s turns, it must make an additional successful Will saving throw or be unable to make an attack targeting the houndmaster or their hounds. Once a creature has been affected by this ability, it cannot be affected by it again for 24 hours. This second effect is a mind-affecting effect.   This ability alters general’s awe.  

Section 15: Copyright Notice

Original verison: Legendary Cavaliers. Copyright 2018, Legendary Games; Authors: N. Jolly, Hal Kennette, Dave Nelson, Jason Nelson, and Blake Morton.
Modified version: Modified by Roberto Sanches.

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