|
Ask any member of the Watchers on the Cusp of Oblivion and they
will tell you the 'Hounds of Mortis' do not exist. They are a fairytale
invented by enemies of the Church. A Watcher might go on to say
that if such a group did exist, its activities would be wholly condoned
by the church of death, but never would he admit to their existence.
The Watcher would, of course, be lying.
The existence of the Hounds of Mortis has long been suspected by
other churches, kings and common folk. Their infamy is legend, and
in many places they have passed into folklore as supernatural, demonic
creatures. The stand of the Watchers, combined with the rumour of
the Hounds' existence is sufficient to convince almost all of Urovans
of the horror and the evil of resurrection magicks.
For the Hounds of Mortis are the strong arm of the Watchers. They
are blessed by Mortis and tasked with the duty of hunting down and
slaying anyone who has been brought back from the dead by magic.
The Hounds do not openly attack churches that cast resurrection
magicks (that is a matter of politics), they go after the resurrectee
with mad vigour. Because no one can be raised from the dead against
their will, all such individuals are culpable of a great sin against
Mortis. The entry on the Watchers themselves explains the stand
the church of death takes on resurrection, but suffice to say they
see it as an affront to Mortis and a theft from their god.
Hounds are dedicated, single-minded and emotionless. They do not
allow feelings such as sympathy or compassion get in the way of
their job. It doesn't matter who has been raised it could
be their child, their lover or their parent to a Hound their
quarry is all ready dead. They are living on stolen time.
Not all individuals who are raised from the dead will have the
misfortune to have a Hound of Mortis on his tail. There are few
Hounds, even compared to the minuscule number of people who are
raised. However, once a Hound starts a hunt it is highly unlikely
that the quarry will escape alive. Everything the Hound does, all
his training is geared toward the hunt and the kill. He has no other
interests, no other desires in life but to find his prey and 'return
it to Mortis'.
Game Rule Information
Hound of Mortis is a new prestige class created for the Iourn setting,
although it is easily adapted to other settings. The following game
related statistics apply to the Hound of Mortis. Note that these
statistics make use of my house rules, and some work may need to
be done to convert the class into standard D&D.
Hit Die: d8
Requirements
To qualify to become a Hound of Mortis, a character must fulfil
all of the following criteria. A first level Hound is therefore,
at least a seventh level character (or eighth if originally a sorcerer
or wizard).
Base Attack Bonus: +4
Gather Information: 5 ranks
Knowledge (religion [Mortis]): 5 ranks
Move Silently: 5 ranks
Wilderness Lore: 5 ranks
Feats: Endurance; Track
Special: The candidate must be a loyal member of the Watchers
on the Cusp of Oblivion, although he need not be a cleric. He must
believe whole-heartedly in Mortis's role as guardian of the dead,
and must despise the very notion of resurrection or artificially
extending one's life. He also must pass a series of tests before
he can become a Hound of Mortis the DM has details of these.
Class Skills
The class skills of a Hound of Mortis (and the key abilities for
those skills) are as follows: Climb (Str); Concentration (Con);
Gather Information (Cha); Handle Animal (Cha); Hide (Dex); Intimidate
(Cha); Jump (Dex); Knowledge, geography (Int); Knowledge, religion
(Int); Listen (Wis); Move Silently (Dex); Search (Int); Sense Motive
(Wis); Spot (Wis); Survival (Wis); Swim (Str); Use Rope (Dex)
Skill Points at Each Level: 5 + Int modifier.
Class Features
Weapon and Armour Proficiency: I use the rules for Weapon
Group Feats. Hounds of Mortis gain an additional two weapon
group feats of their choice. They also gain the feats Armour Proficiency
(Light), Shield Proficiency, Ignore
Spell Failure (Light Armour) and Ignore
Spell Failure (Shields) if they did not already possess them.
Access to Spells: Hounds gain spell points as listed in
the spell point
section. If the Hound could originally cast spells as a cleric of
Mortis then these spell point totals and his caster level stack.
However, levels of cleric of Mortis and Hound of Mortis do not stack
when determining access to spells. Hounds gain their own spell list
(listed before). For example a cleric 12/hound 7 would have a base
spell point total equal to 85 (cleric spell points) + 7 (hound spell
points) and a caster level of 19. However, their spell list would
contain all spells of levels one to six on the Cleric of Mortis
list and spells of levels one to four on the Hound of Mortis list.
Hounds gain access to first level spells from their list at 1st
level, and to each additional spell level at each odd numbered level
thereafter to a maximum of fifth level spells at 9th level. These
spells use the rules for divine
magic, and taught to the Hounds by the church of the Watchers.
Wisdom is the governing attribute for their spellcasting and is
used to determine bonus spell points.
Fast Movement (Ex): The Hound can move faster than a normal
member of his race. Increase his base movement by +10 feet if wearing
no armour or light armour. This ability functions in exactly the
same manner as the barbarian ability of the same name.
Mental Immunities (Su): No mind-affecting spell can ever
make a Hound let off someone who has been raised. For example, a
Hound has no special resistance to a charm person spell, but he
cannot be charmed to let someone go if they have been resurrected.
At best he may be slightly more polite as he kills them.
Righteous Guidance (Su): Mortis grants his Hounds a sacred
bonus on Listen, Spot and Survival skills, as well as to weapon
damage rolls. The bonus is +1 per class level to a maximum of +10
at tenth level. Righteous Guidance only applies against beings who
have been raised from the dead. So a Hound would get the bonus when
tracking down his quarry, but not when tracking down a rabbit for
supper. In all other respects this abilitiy ressembles the ranger's
'favoured enemy'.
Scent of the Damned (Su): Those who have been raised from
the dead have a particular odour that is unmistakable to a Hound.
The Hound can track down those who have been resurrected by smell
alone. And can rescognise resurectees he isn't looking for. The
Hound follows the rules for tracking by smell laid down on p314
of the Monster Manual.
Unfailing Hunt (Ex): A Hound's fatigue is greatly reduced
whilst on a hunt. They can move without rest for one day per level
as long as they move at normal walking speed. At the end of this
time, the Hound is fatigued (cannot run or charge, 2 to Strength
and Dexterity) and must rest for a eight hours to recover. While
on an Unfailing Hunt, most Hounds can cover up to 112 miles per
day. However, they tend only to use this ability if they are sure
of catching up with their prey within the hunt's duration, otherwise
they risk being impaired when they reach their target.
Shape of Retribution (Su): When a Hound reaches fifth level
he is able to take on the form of a huge dog. Like a druid's wildshape
power the change is a standard action and the Hound is not disorientated.
The dog form can be assumed 1/day at fifth level, 2/day at seventh
level and 3/day at ninth level. From tenth level the Hound can choose
to assume the shape of a dire dog instead. In either form the Hound
may not cast spells or use weapons. An increase in consitution does
not grant extra hit points. Changing form restores a hit points
in the same way as a polymorph self spell.
- Dog Shape: Medium sized creature (4 ft at shoulder).
+4 Str; +4 Dex; +4 Con; +4 Survival checks when tracking by scent.
Bite attack does 1d6 base damage. Base speed is 50 ft.
- Diredog Shape: Large creature (7 ft at shoulder). +14
Str; +4 Dex; +6 Con; +4 Survival checks when tracking by scent.
Bite attack does 1d8 base damage. Base speed is 50 ft.
Find the Path (Sp): From sixth level the Hound can cast
the spell Find the Path (PHB p230) as a spell-like ability
once per day. This rises to twice per day from eighth level.
Discern Location (Sp): From ninth level the Hound can cast
the spell Discern Location (PHB p222) as a spell-like ability.
He can do this once per day.
Class
Level |
Base
Attack
Bonus
|
Fort
Save
|
Ref
Save
|
Will
Save
|
Special
|
| 1 |
+1
|
+2
|
+0
|
+2
|
Fast Movement; Mental Immunities; Righteous Guidance
+1; Scent of the Damned |
| 2 |
+2
|
+3
|
+0
|
+3
|
Righteous Guidance +2 |
| 3 |
+3
|
+3
|
+1
|
+3
|
Unfailing Hunt; Righteous Guidance +3 |
| 4 |
+4
|
+4
|
+1
|
+4
|
Righteous Guidance +4 |
| 5 |
+5
|
+4
|
+1
|
+4
|
Righteous Guidance +5; Shape of Retribution 1/day |
| 6 |
+6
|
+5
|
+2
|
+5
|
Find the Path 1/day; Righteous Guidance +6 |
| 7 |
+7
|
+5
|
+2
|
+5
|
Righteous Guidance +7; Shape of Retribution 2/day |
| 8 |
+8
|
+6
|
+2
|
+6
|
Find the Path 2/day; Righteous Guidance +8 |
| 9 |
+9
|
+6
|
+3
|
+6
|
Discern Location 1/day; Righteous Guidance +9;
Shape of Retribution 3/day |
| 10 |
+10
|
+7
|
+3
|
+7
|
Direshape of Retribution; Righteous Guidance +10 |
Movement of the Moons
Hounds of Mortis are also somewhat affected by the waxing and waning
of their governing moon. The Hount of Mortis's spells continue to
be affected in the same manner. His other abilities are altered
as follows:
- Extraordinary abilities (Ex) function normally regardless
of the position of the moon.
- Supernatural abilities (Su) do not function during the
dark of the moon, but are not enhanced when the moon is full.
- Spell-like abilities (Sp) are enhanced as spells during
the full moon, but are not diminished when the moon is dark.
See Also:
- Religions of Iourn
- Watchers on the Cusp of Oblivion
- Spell Points
|