I love the idea of playing a kroot, they are the perfect mercenaries. But I also like the options alternate classes give a player. So i was a mad when the only alternate class for a kroot player involved becoming a squad leader, which is a lot of extra work that i didn't want to deal with. So i made my own kroot class based on thier strengths. Rather than focus on combat it tried to make his stand out from human characters by making him the ultimate tracker. I tried not to make the class to broken and honestly i ripped a lot of it from the Cyber-Mastif Handler class from The Book of Judgement. I based the stats and description of the kroot hound on every canon source i could find.
So please use this class as you see fit and tell me what you think, please, be as brutally honest as you want.
The Kroot are survivors, they are hunters. There are few things that they like relish more than stalking a strong prey, running it to ground and killing it. While the Kroot value their kindred greatly they very much enjoy the solitude of the pursuit aswell. Thus, they find the perfect hunting companion in their evolutionary cousins, the the kroot hounds. These are not the dumb pack hunters one usually finds on feral worlds, not long ago these creatures shared a common ancestry with the mercenary Kroot. They possess a narrow intelligence and a lust for pray and are not easily brought to heel. There are none so skilled in the art of tracking as a Kroot Hound Master and his pack. Unlike the beast tamers of other races he will never fully dominate his hounds, he must establish himself as the alpha constantly. This does not mean his hounds are not loyal to him, for he is family, he is pack, but if he is to command them he must prove himself often.
When a Kroot wishes to become a Hound Master he just has to pass a single test. His is covered in blood and then thrown into a pit or locked room with three untrained kroot hounds for one full day. If both he and all three hounds are alive and uncrippled after this time then he will be instructed by the senior Hound Masters of the kindred. He learns to understand his hounds as he would one of his brothers and how to be understood by them.
Hound Masters spend years with their hounds, training them for the hunt and the kill. They spend countless hours running their charges through drills and following scent trails, curbing their natural aggressiveness until they are commanded to unleash it. He will teach young hounds how to be patient for the ambush and how to stalk in silence. He learns to tend to his charges without codling or patronization, and how to tend to the woulds they receive in combat with strong prey. All of this training is culminated on the beasts' first actual hunt, in which the handler takes his charges into the field to be put to the test. The aspirant master will take a single hound on a hunt with a truly dangerous pray armed only with a bladed fighting staff. This could be some terrible monster or a skilled killer who has managed to impress other Kroot with his skill. He is set far from his pray and must track it for however many days or weeks it takes to bring it down. Once he brings proof of his kill back to the kindred he is considered a Master of Hounds.
When Kroot go to war the Hound Masters play an important roll for it is often the hounds that lead the charge. It is rare for a Kroot kindred to be without several hound masters.
Becoming a Hound Master
Required Careers: Kroot
Requirements: Must have Wrangling as a trained skill, or must take it immidiately upon becoming a Hound Master.
TALENT: WOLF PACK TACTICS
Kroot Hounds are an evolutionary dead end of the Kroot species. They are a canine-like Kroots subspecies who excel at tracking and running down prey and are capable enough to fight enemies larger and stronger than themselves. They are often used in packs as dogs of war on the battlefield and scent hounds during a hunt by their Kroot masters. Using their agility, sharp claws and powerful jaws, they are able to wound or kill almost any opponent, even foes in power armour in certain instances. This, coupled with the fact that Kroot Hounds can take an incredible amount of punishment before being killed, means that Kroot Hounds can survive and deal terrible damage during prolonged melees, and will often survive long enough to run down the enemy should they try to flee. Kroot Hounds are ferocious in battle and are notoriously bad-tempered as beasts. Even when not in battle, it is not unheard of for a Kroot Hound to turn on its Kroot handler if that handler is foolish enough to mistreat it or let his guard down. Like their more evolved cousins, Kroot Hounds will ravenously consume the flesh of their kills, and that of anyone trying to stop their feeding, though their ability to absorb new genetic traits seems to be much more limited.
These relentless hunters a match for any Imperial cyber-mastiff in terms of tracking and combat ability. Kroot Hounds are intelligent if bad-tempered, though it is unknown if they still retain the sentience of their original Kroot forebears.
Though no kroot would willingly trade his hounds to anyone other than a kroot, kroot hounds are sometimes sold in the gray markets as blood sport pit animals. Availability: Near Unique (Extremely rare for Kroot trading with other Kroot)
WS 38 BS – S (60)30 T 40 Ag 40 Int 22 Per 40 WP 30 Fel -
Movement: 4/8/12/24 Wounds: 19
Weapons: Beak and Claws 1d10+6R
*see Kroot chapter of Into The Storm supplemental