| Hawktitan |
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So I'm in a game and I want a hellhound as a fiendish boon, I've thoughtcrafted a modified/restricted version of the eidolon rules and I'm wondering what people think:
Fiendish Hound - Fiendish Boon
At level 5 an Antipaladin is granted the service of an eidolon that takes the appearence of a hellhound. This eidolon is always of the quadruped base form. The Antipaladin uses his level as his Summoner level for determining evolution pool and eidolon abilities.
Starting Evolutions
These evolutions are taken from the evoluion pool as normal.
Breath Weapon: Unlike a normal eidolon this evolution must be taken when the eidolon is granted. The damage type must be fire and must be of a cone shape.
Until the Antipaladin reaches 9th level the damage of the eidolon breath weapon is 1d6 for every two levels of the Eidolon's HD and the range of the breath weapon is reduced to 15'.
This evolution can not be changed.
Energy Attacks: The eidolon gets the Energy Attack evolution of the fire energy type.
This evolution can not be changed.
Scent: The eidolon gets the Scent evolution.
This evolution can not be changed.
Fire Resistance: The eidolon gets the Resistance evolution of the fire energy type.
This evolution may only be changed if the Fire Immunity evolution is selected.
Restrictions
Restricted limbs: The Fiendish Hound may not select the Limbs evolution. It may also not select the Claws or Hooves evolutions.
Cold Vulnerability: The Fiendish Hound has vulnerability to cold. It may never take the Resistance or Immunity to Cold evolutions.
Languages: The eidolon doesn't speak and only understands infernal.
Should the antipaladin's fiendish servant die or be banished, the antipaladin may not summon another servant for 30 days or until he gains an antipaladin level, whichever comes first. During this 30-day period, the antipaladin takes a –1 penalty on attack and weapon damage rolls.
Benefits
Healing Affinity The Fiendish Hound is more alive then most eidolons. It is able to be healed as a normal living creature (unless it takes the Undead Appearence evolution)
What do people think? Is it fair or should there be additional restrictions? If one were to use Animal Companion rules how would you do it.
Rudolf Kraus
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It seems more complicated than it needs to be. Paladins already get companions...
You're suggested to take something off the SMIII list. Hell hound is SM IV. So, slap the young template onto it, and you're done.
The second type of bond allows an antipaladin to gain the service of a fiendish servant. This functions as summon monster III, except the duration is permanent and the antipaladin can only gain the service of a single creature and that creature must either have the chaotic and evil subtypes or it must be a fiendish animal. Once selected, the choice is set, but it may be changed whenever the antipaladin gains a level. Upon reaching 7th level, and every two levels thereafter, the level of the summon monster spell increases by one, to a maximum of summon monster IX at 17th level. Once per day, as a full-round action, an antipaladin may magically call his servant to his side. This ability is the equivalent of a spell of a level equal to one-third the antipaladin’s level. The servant immediately appears adjacent to the antipaladin. An antipaladin can use this ability once per day at 5th level, and one additional time per day for every four levels thereafter, for a total of four times per day at 17th level.
| Hawktitan |
Yeah at level 7 you can get a hellhound off the summons list, but it doesn't scale with level and it is fairly weak choice among the options given. The 'Young' and 'Advanced' templates would work in a pinch at levels 5 and 9 but it would still be very weak and it would be difficult to go beyond that.
Rudolf Kraus
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I agree that hellhounds are a bit underwhelming, but the structure exists already, and it's often easier to ask for small changes. Some people get twitchy when they hear eidolon, animal companion is more likely to be listened to fairly IMHO.
What if you allowed it to advance as an animal companion as well, or gave it a free template, like advanced or fiendish? Go to giant at 9th level.
You'll also be able to slap some barding on, that'll help too.
Alternately, can you grab a hellhound cohort with leadership? Then it can advance as a ranger or something.
| Hawktitan |
Some people get twitchy when they hear eidolon
*Sigh* this is so true.
I'm having trouble coming up with a structure of exactly HOW to advance a hellhound using AC rules, at what point does it start on the chart ect. Is it just a wolf with a breath weapon? What if any do you take away to make the breath weapon balanced, and how do you let it scale.
*another sigh*
That's why I felt it easier to work with an Eidolon base rather than an animal companion base. I'm open having it as an Animal Companions and/or class levels but I'd want something solid to present first.
For the record it's not a game where I would be the GM. Additionally it's a Way of the Wicked campaign where Antipaladins are LE so a Hellhound is pretty flavorful.
| JadedDemiGod |
After a quick review, the animal companion rules work for the most part... I would recommend treating your druid level (for the ability) as three lower then normal. Have the breath weapon increase in increments of +1d6 per ever 2 levels (while yes it does lag behind the Nessian War hound, i imagine the bonuses from Animal Companion would off set it) OR you could just set it up like you would any other companion. Use the nessian as a base and create a scaling structure for it.
I dont have time to do it at the moment, but look at the Dragonenne or any of the other more advanced options and go from their.
Reduce size by one category, AC to +3 or 4 in the beginning. Follow with stats Etc. Starting hit dice would be for any other animal companion (though it would have Outsider hit dice, trust me thats a hefty bonus)
Also the hound would get a lot of abilities by being considered like an animal companion.
Remember your using the nessian warhound as a base.
Happy Gaming, Hope that Helps.
| Da'ath |
I'd use the druid wolf animal companion, personally.
Add the advanced simple template to the druid wolf animal companion; brings it to CR 2 like the heavy war horse.
Functions as a druid's animal companion, using the antipaladin's level as her effective druid level. Bonded hounds have an Intelligence of at least 6.
Once per day, as a full-round action, a antipaladin may magically call her hound to her side. This ability is the equivalent of a spell of a level equal to one-third the antipaladin's level. The hound immediately appears adjacent to the antipaladin. A antipaladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.
At 11th level, the hound gains the fiendish creature simple template and becomes a magical beast for the purposes of determining which spells affect it.
At 15th level, a antipaladin's hound gains spell resistance equal to the antipaladin's level + 11.
Should the antipaladin's hound die, the antipaladin may not summon another hound for 30 days or until she gains a antipaladin level, whichever comes first. During this 30-day period, the antipaladin takes a –1 penalty on attack and weapon damage rolls.
Unfortunately, it won't qualify for the "eldritch heritage" feat line due to low Charisma - even after templates are applied - until level 14. However, if you're GM is willing to let you change the rules to get a hound, maybe he'll let you sub in or whatever for the Charisma requirements. Frankly, a wolf with the "infernal bloodline" (see 1st & 9th level powers, specifically - a column of fire is way neater) better reflects a "hell hound" in my opinion than the bestiary entries.