It is said that when the original Wascra, children of the cursed Wolfen people, crossed from The Realms to Dolan they initially suffered from a strange malady that caused heavy scabs to form over most of their face and bodies. This phenomenon occurred at the machinations of an incredibly powerful Realm Mage God, one whose power grew upon transitioning to Dolan.
Shortly after, the “Gift of Odacon” would break off and prove one of two things: either the Wascra were mutated further to become more humanoid, gaining new powers in the process, or (to those who secretly worshiped him) transformed them into a twisted, violent creature of madness and destruction.
Of those who received Odacon’s Gift and became humanoid, a smaller percentage awakened to amazing psychic powers, driven stronger through their shared faith in The Void (the accepted faith put forth by Granmere Baskerville).
Void Hounds are tricky opponents, able to shut down whole systems of energy use and, later on, even class and racial abilities and feats.
Outside of their specialized training (able to empower techniques learned from the Hound Style of Fighting), the Void Hound also employs dazzling feats and skills of their assassin training.
Do not be deceived by their apparent frailty - at heart they receive the same training as any Hound of Baskerville, and each one embodies the soul and spirit of their cross-dimensional and kingdom-building training.
All Void Hounds are considered Outsiders of their chosen alignment.
Hit Dice: d10+Int Score
Skill points: 10+Int Score
“For loyalty, I will kill. For the Void, I will neutralize.”
Requirements: Completed "The Greater Gift of Odacon" mission, must be of Dolanese origin/or of Wascra bloodline/or of an adopted Dolanese house, +13 Base Attack Bonus, Martial Arts Points 500 or Hound Style of Fighting 250, Faith Points 500 (will lose them all upon successfully unlocking, including all bonuses from their Faith Table)
Setting: Dolan
NOTE: Combat Couriers get to access this jorb while ignoring Base Attack Bonus and setting prerequisite.
NOTE: all class abilities and feats for the Void Hound table are considered supernatural/psychic in nature, and completely ignore Elan.
Foxhound Training - Void Hounds have a specific training regimen that empowers them. When tracking energy users of any sort, they gain +10 to Search, and their ability to sense energy use extends to a mile in radius. Also, the Void Hound may train in one more martial art table (if they originally started with Hound Style of Fighting). The Void Hound now gains twice as many Martial Arts points when training on this new table.
The Void Faith - upon becoming a Void Hound, the user must sacrifice their current Faith Points. All bonuses gained from their previous Faith are now revoked from the character.
Greater Odacon’s Gift - upon going through Odacon’s Gift and surviving, the Void Hound is granted the Greater Odacon’s Gift bonus. When using psionics, their Void Hound levels stack with all previous psionic class bonuses.
Counter and Negate - whenever the Void Hound makes a successful counter attempt against energy users, the original attack it countered is immediately negated (damage isn’t dealt).
First Law - whenever the Void Hound sense energy use while the target is in threat range, they may make an immediate melee counterattack, appearing out of thin air to attack them from behind. This is not a counterspell or spell duel attempt, but a hyper reaction to energy use.
Seek and Devour - when actively tracking an energy user, the Void Hound deals double damage during surprise attacks. If the surprise attack is successful, the Void Hound gains EP equal to damage dealt. This temporary battery of points burns out if unspent by the end of combat, dealing HP damage to the Void Hound.
Hunting Hound - Three times a day, “marks” a single targeted energy user. All attacks launched at the marked target gains (To Hit)+10
Fierce Opposition - for each attack the Void Hound launches, they may gain +X bonus damage (where X is number of attacks since start of battle) to each attack that lands before crit.
Trance: Hell Tracker - at the cost of a single standard action, the Void Hound enters a special trance. While tracking energy use, they may teleport through the shadows and launch a surprise round counterattack. This can be done only (Void Hound level) per day. The Void Hound can have a second surprise round on the same target through such means (Hell Tracker for the Void Hound, normal surprise round for everyone else).
Darkness Empower - while at night or if covered in shadow, the Void Hound cannot be scryed through magical, psionic, or ki-based means. This can affect even beings that are 300g of Elan higher than the Hound in question.
Bold Counter - during the daytime, when counterattacking the Void Hound may add Spellcraft total as bonus damage before crit.
Jolt Counter - when countering with an unarmed attack, the Void Hound deals double damage before crit.
Miracle Overload - all bonuses and positive status effects cast on the Void Hound are doubled and last twice as long.
Trance: Void Seeker - at the cost of a standard action, once per day, the Void Hound may deal damage to Faith Points whenever they deal damage to HP.
Damage dealt to Faith Points deal that same amount of damage to HP (without triggering Void Seeker) at the end of the round.
You cannot have more than one Trance active at a time unless otherwise specified.
Wish Smiter - once per day, the Void Hound may perform a single melee or unarmed attack as a Touch Attack. Upon dealing damage, the target cannot use EP for (user’s ECL) hours.
Dream Eater - whenever the Void Hound pays EP as a cost for ability/technique/spell use, they gain half of that back immediately in HP.
Faith No More - the Void Hound may, upon passing a sanity check (Will save), may now proceed to once again worship a chosen deity. They cannot regain sacrificed Faith Points. This needs only be done once upon acquisition of Faith No More.
If the Hound fails at the sanity check, the gods may be displeased even further though (or even make far more chaotic and darker gods notice them more) at the GM’s discretion.
The Only Weapon - when using only psychic effects in a round, the Void Hound’s damage dealt is doubled (in the form of bonus damage at the end of the round).
Mind Eater - when performing psychic interrogations, the Void Hound may absorb one skill/spell/technique from the host.
Devour and Vore - whenever the enemy casts a spell or uses a technique with an EP cost, the Void Hound may cast a psychic technique immediately without paying EP cost. This can only be done to targets marked by Hunting Hound. This is not a counter attack.
The Demand - during psychic interrogation, the Void Hound may place a hypnotic suggestion within the target. If the target does not follow this suggestion, they lose (target ECL) HP per round and cannot use EP at all. This will continue to occur until the target does what they were told to do or the Hound chooses to end the effect.
Magnificent Seven - while outside of the prime material plane and in a trance, the Void Hound can target up to seven energy users rather than only one.
The Truth Hurts - while countering with a psionic attack, the Void Hound can multiply the damage dealt by their total Void Hound levels. The damage is calculated before crit but only after all other bonuses.
Hell Counter - when launching any counterattack, the Void Hound may attack any other target within threat range after the counterattack has successfully resolved.
Hard Offense - with each attack launched by anyone in the combat round, the Void Hound gains +1 Damage to all forms of attack. Crit damage multiplier is increased by (+1 per attack launched). This resets to 0 at the beginning of the next round.
Ignore Physics - anywhere the Void Hound stands is “down” for them. This is a localized, reality-warping effect that is solely for the individual Hound in question. This is a supernatural ability that is immune to supernatural-suppression countermeasures originating from any being of 300g of Elan higher than the Hound themselves.
Narrow Sage - creates a fold in space that takes the Void Hound and a single target out of the current combat round. They can only focus on one another, and no other attacks from any other source can affect them. This can only be done to targets marked by Hunting Hound. This effect continues until one of them dies or the Hound chooses to end the effect.
Hand of Magnification - no matter how abstract (per GM approval), the Void Hound may magnify any spell/psychic/ki effect by the Void Hound’s level on touch. This can be done for any ally or the Void Hound themselves. If used during combat, the Void Hound is knocked out for (Void Hound levels) rounds.
Hand of Division - upon touch, the Void Hound may “divide” any touched body part from the main body, resulting in the temporary failure of that part (arm, leg, torso, head, leg, midsection). This does not result in death but a temporary, reality-warping effect where that part simply doesn’t exist to the rest of the body. Touch Attack that uses melee attack (to hit) vs Fort Save. If used on spell/psychic/ki effects, it divides all numbers on touch. If used during combat, the Void Hound is knocked out until end of combat.
Secret Art: King Nothing - upon hitting 0 HP, the Void Hound’s corpse immediately creates 1d8 teleportation gates, sucking up the same amount of targets at random before flinging them into deep space. Targets sucked into space who successfully die are have their HP absorbed into the Void Hound.
The Void Hound loses a level and cannot utilize their abilities and techniques for a week.
Void - whenever the Void Hound successfully negates a spell/psychic/ki effect, the target cannot use that spell/psychic/ki technique until after combat.
Null - whenever EP is used around the Void Hound’s sensory range, they may choose to negate the cost as a spell like ability up to (Void Hound level) times a day. Null can be resisted with a successful Will check (Void Hound’s will vs Target’s).
Secret Art: Uber Nihil - at the cost of half their total ECL, the Void Hound completely shut down all all spell, psychic, ki, or faith-based abilities, techniques, feats or skills. Bonuses from faith and martial arts tables are completely negated. Poisons are negated. This lasts for the entirety of the game.
Should Uber Nihil be undone by any means, then all affected regain all that was previously negated and the Void Hound’s total ECL are, instead, doubled.
Uber Nihil cannot affect creatures with a higher gnosis of Elan than the Void Hound, unless otherwise specified.