PACKMASTER "Cry Havok, etc..." Packmasters lead teams of Varag warriors, usually ones with the Horned Berserker PrC. Seeing them in combat is usually quite demoralizing for those who know what they are.
BECOMING A PACKMASTER Pretty much all Packmasters are Marshalls, though some of them do multiclass into Fighters.
ENTRY REQUIREMENTS Race: Hobgoblin
Feats: Leadership (Cohort or Followers must be Varags)
Class Abilities: Must have at least 1 Minor and 1 Major Marshall's Auras, including Motivate Urgency and Over the Top
Skills: Intimidate 6 ranks
Alignment: Cannot be Good
Class Skills The Packmaster's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis)
Skills Points at Each Level : 4 + int
Hit Dice: d8
[b] BAB Fort Ref Will Abilities[/b]
1. +0 +2 +0 +2 Grant Special Action
2. +1 +3 +0 +3 Team Attacks
3. +2 +3 +1 +3 Act Quickly +1
4. +3 +4 +1 +4 Grant Special Action
5. +3 +4 +1 +4 Team Attacks
6. +4 +5 +2 +5 Act Quickly +2
7. +5 +5 +2 +5 Grant Special Action
8. +6 +6 +2 +6 Team Attacks
9. +6 +6 +3 +6 Act Quickly +3
10.+7 +7 +3 +7 Pack Attack
Weapon Proficiencies: A Packmaster gains no new Weapon or Armor proficiencies.
Grant Special Action (Su): At Levels 1, 4, and 7 the Packmaster gains an additional daily use of the Grant Move Action ability he gains as a Marshall. He also gains some additional uses with it. At Level 1 if a
Varag Ally influenced by one of his Auras falls below 0 hit points the Packmaster can expend one of his daily uses of Grant Move Action to immediately stabilize him.
At Level 4 if a Varag Ally affected by one of the Packmasters Auras fails a Fortitude or Willpower Save the Packmaster can expend a daily use of this ability to let him reroll the Save. This may be done once per Saving Throw.
At Level 7 if a Varag Ally affected by one of the Packmasters Auras fails a Saving Throw (even if the Level 4 reroll ability is used) he may expend a daily use of Grant Move Action to allow them to put off the damage or effects of whatever required the Save for 1 round (this stacks with the Mad Foam Rager Feat).
Team Attacks (Su): At Levels 2, 5, and 8 the Packmaster Can also expend one daily use of it's Grant Move Action ability to allow it's Varag Allies to perform special team attacks that round. At each appropriate Level you can choose one from the following list:
Dual Attack: To use this two of your Varag Allies must be attacking the same opponent. They get a +2 Bonus on the attack roll, and if they succeed in hitting they both automatically threaten a critical hit for the next three rounds.
Dual Defense: To use this two of your Varag Allies must be threatened by the same opponent, and cannot be more than 5' apart. They both get a +1 Bonus to their AC, and confirmed critical attacks by that opponent have a 75% chance of being converted into a normal hit for the next three rounds.
Group Attack: To use this three or more of your Varag Allies must be attacking the same opponent. Each Varag who is flanking that opponent gains +3d6 Sneak Attack for the round.
Group Defense: To use this three of your Varag Allies must be threatened by the same opponent, and cannot be more than 5' apart. For the next three rounds that opponent has a -4 on attack and damage rolls.
High and Low: To use this two of your Varag Allies must be attacking the same opponent. The first makes a regular attack roll, while the second makes a Trip Attack. If the initial attack is successful the Trip attack check is equal to whatever the Varag making the Trip attempt rolls or (the first attacks damage plus 10) whichever is higher.
Ground and Pound: To use this two or more of your Varag Allies must be attacking the same opponent, who is prone. For this round they do not need to roll to hit the prone opponent, they automatically hit with a +4 Bonus to damage rolls. They also do 1 point of temporary Constitution damage.
Act Quickly (Ex): At Level three the Packmaster and any Allies influenced by his Auras get a +1 Bonus to Initiative. This increases to +2 at level 6, and +3 at level 9.
Pack Attack (): At 10th Level on the first round of combat (or the surprise round if you get lucky), before Initiative is rolled you can declare you are using this Ability as a Free Action by expending one daily use of your Grant Move Action Ability. During this first round your Varag Allies within 60' of you move before everyone, and do not have to move in a straight line to charge
PLAYING A PACKMASTER You don't really consider anyone but yourself as a 'person'. Except maybe your loyal dogs, but they're pets. Pets are loved, but replaceable and expendable. Everyone and everything else rates even lower than them. To say you aren't a nice guy is a bit of an understatement.
Combat: Packmaster's don't enter combat so much as direct their 'pets' form the rearguard. They're capable of fighting if necessary, they just prefer a less direct role.
Advancement: Most Packmaster's are attached to a military unit of some sort as shock troops, so their advancement largely depends on their commanding officer.
Resources: As part of the Hobgoblin military you have access to what will be needed to complete your mission, but you're on your own other than that.
PACKMASTERS IN THE WORLD "Personally I think his so-called dogs have more humanity than he does." Packmaster's tend to be sadistic loners with bizarre philosophies and outlooks on life that alienate them even from their fellow Hobgoblin's. Most tend to be madmen, nihilists, anarchist, and sociopaths.
Daily Life: Much of your time is spent training your charges and keeping them in readiness for combat. Or actual combat, which can be less frightening than your training methods.
Notables:
Organizations: Most Packmaster's tend to belong to some form of military unit or mercenary group.
NPC Reaction NPC's tend to loath you, even your own kind. Most Packmaster's are offensive on purpose, because they dislike the company of others. Odd considering the focus of their class is commanding other individuals, but that's just their bullying nature coming through.
PACKMASTERS IN THE GAME This class assumes you're a bit of a mean, amoral killer who is willing to mentally and physically torture others to turn them into killing machines. That might not go over well with some...
Adaptation: This mostly meant for dark campaigns but could be adapted for more light hearted ones.
Encounters: PC's will usually encounter Packmaster's during war, or when they're sent to track fugitives.
Sample Encounter EL 13: The PC's find a badly injured elf hiding in the forest moments before a group of drooling Goblinoid monsters breaks into the clearing.
NameLE Male Hobgoblin Marshall 6/Packmaster 6
Init +2,
Senses: Listen +6, Spot +6, Dark Vision 60'
Act Quickly +2
Languages Common, Goblin
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AC , touch , flat-footed ()
hp 90 (12 HD)
Fort +13,
Ref +4,
Will +11
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Speed 30 ft. (6 squares)
Melee Base Atk +8,
Grp +9
Atk Options Combat Gear-----------------------------------------------
Abilities Str 13, Dex 10, Con 16, Int 10, Wis 12, Cha 18
SQ Minor Auras (Art of War, Master of Tactics, Over the Top), Major Auras (Hardy Soldiers, Motivate Urgency), Grant Move Action 3/day, Grant Special Action, Team Attacks (Group Attack, High and Low),
Feats Battlefield Commander, Enhanced Move Action, Leadership, Squad Commander, Stacking Auras
Skills Bluff +10, Intimidate +19, Knowledge (Local) +5, Listen +6, Ride +5, Sense Motive +6, Spot +6, Survival +6
PossessionsEPIC PACKMASTER Hit Die: d8
Skills Points at Each Level : 4 + int
Team Attacks You may pick an additional Team Attack at Level 22 and every 3 levels thereafter.
Act Quickly The Bonus you receive increases by +1 at Level 23 and every 3 levels thereafter.
Bonus Feats: The Epic Packmaster gains a Bonus Feat every x levels higher than 20th