Spellhound

Rogue Archetype: d8
Favored Sphere: Antimagic
Class Skills (6): Arcane, Fitness, Geography, Intimidate, Larceny, Linguistics, Negotiate, Perception, Planes
Equipment Proficiency: Medium Armor, 5 Weapon Groups
Bonus Cantrips: Sense Magic only (in the spellhound’s case this is always on, no need to spend mana on it, but in certain areas of high magic it may become a pain; they must spend mana to turn it off, 2 mana per 5mins)

Class Features:
Quelling (Prime): Spellhounds exert their will on the world around them by affecting the flow of mana. As an action, they may enact an effect which cancels or resists spellcasting in a 30 ft area around themselves. Any character which attempts to cast a spell with a level equal to or lower than the rank of the spellhounds quelling treats the target or targets of the spell as having extra Resistance equal to half the spellhound’s level. This effect costs 2 mana per round, plus one additional mana per spell which was attempted; though a caster pays the additional cost instead of the spellhound if they fail to cast successfully. A spellhound may choose to allow a spell to be cast, and this ability has no effect on psionics. Spellhounds may attempt opposed spell checks against spells originating outside their quelling area or higher level spells—but if they fail they lose mana equal to half of the spells cost.

Quarry (Passive): Once a Spellhound blocks a spell or is hit by a spell, he gains a sense of the caster’s mana, and can sense their general location. Spellhounds may track as many mages as they have levels at a time; if he blocks or is hit by a spell from another mage after he already has maximum quarry targets, he must choose whether to lose one quarry for the new mage or not. Spellhounds can pinpoint and find any quarry within 10 miles per level; outside this range they have only general direction sense, and they must be on the same plane for this to work. So a level 5 spellhound could easily find any quarry within 50 miles, though it would take time to do so, and if they left that 50 mile range he would only get a vague blip from them now and then. Spellhounds have a +1 bonus on all saves against their quarry, and roll an extra attack die to strike them or extra spell die on opposed spell rolls against them. By spending 10 minutes in concentration and 6 mana, the spellhound may sense the general status of a quarry (injuries, health, vague surroundings).

Mana per Level: 3

Attack Dice: 2, +1 at 2nd, 5th and 8th level

Magic Dice: 2, +1 at 2nd, 5th and 8th level

Resilience: 1, +1 at 3rd, 6th and 9th level

Minor Gifts: 2nd, 4th, 5th, 7th, 8th and 10th level

Major Gifts: 3rd, 5th, 7th and 9th level

Quelling Ranks: 1st, 2nd, 4th, 6th, 8th and 10th level

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Spellhound

The Gauntlet of Divinity Buckles