Classes >Base Classes >Inquisitor >Archetypes >Inquisitor Archetypes – Flaming Crab Games >


Some inquisitors find that dabbling in arts normally restricted to arcane practitioners can be a great help in their sacred duties. They master the technique of combining martial abilities with spells, often to hunt down and persecute wicked spellcasters using their own techniques.

The spellhound is an archetype of the inquisitor class.

Spell Combat

At 1st level, a spellhound learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the spellhound must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a 2 penalty and can also cast any spell from the inquisitor spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Wisdom bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A spellhound can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

This ability replaces domain.

Arcane Learning

At 1st level, a spellhound adds one spell from the magus spell list of a level he can cast to his list of spells known. He may cast that spell as a divine spell as if it were on the inquisitor spell list. At 4th level and every 3 levels thereafter, the spellhound may learn an additional magus spell in this way of any spell level he can cast. This ability replaces judgment.

This ability replaces judgment.

Arcane Sight

At 5th level, a spellhound can use arcane sight for a number of rounds per day equal to his inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

This ability replaces discern lies.

Improved Spell Combat

At 8th level, the spellhound’s ability to cast spells and make melee attacks improves. When using the spell combat ability, the spellhound receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll. This ability replaces second judgment.

This ability replaces second judgment.

Greater Spell Combat

At 16th level, the spellhound gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat ability, his concentration check bonus equals double the amount of the attack penalty taken. This ability replaces third judgment.

This ability replaces third judgment.

True Spellhound

At 20th level, the spellhound becomes a master of spells and combat. Whenever he uses his spell combat ability, he does not need to make a concentration check to cast the spell defensively. Whenever the spellhound uses spell combat and his spell targets the same creature as his melee attacks, he can choose to either increase the DC to resist the spell by +2, grant himself a +2 circumstance bonus on any checks made to overcome spell resistance, or grant himself a +2 circumstance bonus on all attack rolls made against the target during his turn

This ability replaces true judgment.
Section 15: Copyright Notice

Advanced Archetypes II © 2014, Flaming Crab Games; Authors: Tanner Wahlin, C.J. Withers, and Alex Abel