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    Archon, Hound Class

    This canine-headed humanoid’s well-groomed appearance and polished greatsword show it to be more than a common beast.

    Hound archons look like well-muscled humans with canine heads typically resembling those of noble-looking wolves or dogs. Well trained, they prefer to make use of their greatswords in battle, though they are equally adept with their natural weapons. Hound archons loathe killing mortals and prefer to disarm or incapacitate even evil individuals when they can. Against fiends and the irredeemably corrupt, though, they show no mercy.

    Hound archons are disciplined soldiers and sentinels. Occasionally good-aligned deities send them to watch over specific places and individuals they take a particular interest in. Under the guise of unassuming but friendly strays, such secret defenders might follow their ward or guard their post subtly for years. In Heaven’s armies, exceptional hound archon paladins lead their fellows into combat, taking on roles as captains and knights. They lead incursions against fiendish holdings, whether that entails strikes against daemonic fortresses or liberating the captives of night hag soul collectors. Such missions make hound archons perhaps the most likely celestials one might encounter upon the Lower Planes, and packs of swift-moving wolves occasionally reveal themselves to be welcome saviors to those lost within such realms.

    Alignment: Any

    Hit Die: d10.

    Medium outsider (archon, extraplanar, good, lawful)

    Class Skills

    The hound archon's class skills are Acrobatics, Craft (any one), DiplomacyFly, Intimidate, Knowledge (planes), Knowledge (religion), Perception, Sense Motive, Stealth; Racial Modifiers: +4 Stealth, +4 Survival.

    Skill Ranks per Level: 6 + Int modifier.

    Table: Dire Ape

    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st +1 +2 +2 +2 Feat, +2 Str, +2 Con, +2 Natural Armor, change shape (beast shape II, limited to small size), bite (1d4)
    2nd +2 +3 +3 +3 +1 Natural Armor, Minor Powers
    3rd +3 +3 +3 +3 Feat, +2 Cha, +2 Natural Armor, change shape (beast shape II, limited to small and medium size), Damage Reduction 5/evil,  bite (1d6)
    4th +4 +4 +4 +4 +2 Str, +1 Natural Armor, slam (1d4), Lesser Powers
    5th +5 +4 +4 +4 Feat, +2 Natural Armor, change shape (beast shape II, limited to small, medium and large size), Major Powers
    6th +6 +5 +5 +5 +2 Wis, +1 Natural Armor, Damage Reduction 10/evil, aura of menace,  bite (1d8), Greater Powers

    Class Features

    All of the following are class features of the Hound Archon

    Weapon and Armor Proficiency: Proficient with all simple and  martial weapons, as well as greatswords, but not with armor or shields.

    Senses: darkvision 60 ft., low-light vision, scent

    Languages: Celestial, Draconic, Infernal; truespeech

    Immune: electricity, petrification

    Speed: 40 ft.

    Spell Resistance: 9+Racial Level

    Spell-Like Abilities (Caster Level = Racial Level)
    Minor: 3x/day detect evil
    1x/day— continual flame, message
    Lesser: At Will—detect evil
    3x/daycontinual flame, message
    1x/day—magic circle against evil
    Major: Constant—detect evil, magic circle against evil
    At Will—message
    3x/dayaid, continual flame,
    1x/day— greater teleport (self plus 50 lbs. of objects only)
    Greater: Constant—detect evil, magic circle against evil
    At Will—aid, continual flame, greater teleport (self plus 50 lbs. of objects only), message

     

    Scent (Ex)

    This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

    Change Shape (Su)

    A hound archon can assume any canine form of Small to Large size, as if using beast shape II. While in canine form, the hound archon loses its bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any dog-like or wolf-like creature of the animal type.

    Aura of Menace (Su)

    A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.

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