TEXT: #9
  The InvIolaTe hound
  (new hybrId Class)
  
  B
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  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
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  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
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  Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ 
  Taylor.
  Some artwork from Cerberus Royalty Ree Clip Art Pack.
  Player Paraphernalia #9 The Inviolate Hound. ©2015, The Knotty-Works; Author 
  John Buckley
  d20pfsrd.com. © 2010, John Reyst. 
  Artwork by John Buckley, all rights reserved ©2014
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  1
  Player ParaPhernalia #9
  By the Knotty-Works
  Welcome to the ninth issue of Player Paraphernalia, 
  a hodge podge of character ideas and alternate 
  rules that may be used with the Pathfinder 
  Roleplaying Game (Paizo, Inc©).  In this issue a new 
  hybrid class is introduced, The Inviolate Hound.
  The Inviolate Hound
  Episcopal problem solvers, Inviolate Hounds are 
  sent to seek out the truth in matters of a spiritual 
  nature when local clergy are not adequately equipped 
  to do so.  While others work within the parameters 
  of the church to one degree or another, Sacrosanct 
  Shadows are generally not officially recognized by 
  any organized church.  Though when others fail, the 
  Inviolate Hound is called in.  Where Inquisitors may 
  bend the rules, Inviolate Hound generally ignore them 
  all together.
  Role:  There is no place a Inviolate Hound will refuse 
  to go in pursuit of tackling the task at hand.  As a 
  result the Inviolate Hound is well versed in a variety 
  of skills that grants him access to most places both 
  high and low, regardless of barriers physical or social.  
  Although used to working on their own, Inviolate 
  Hounds will work with others as long as they share 
  the same goal.
  Alignment:  The Inviolate Hound must be within one 
  step of his deity or denominational beliefs, either from 
  a law/chaos or good/evil axis.  Otherwise there is no 
  restrictions as to the Inviolate Hound’s alignment.
  Parent Classes:  Inquisitor and Rogue
  Hit Dice: d8
  Starting Wealth:  4d6 × 10 gp (average 140 gp.) In 
  addition, each character begins play with an outfit 
  worth 10 gp or less.
  Class Skills
  Bluff, Climb, Craft, Diplomacy, Disable Device, 
  Disguise, Intimidate, Knowledge (arcana), Knowledge 
  (dungeoneering), Knowledge (local), Knowledge 
  (planes), Knowledge (religion), Linguistics, Perception, 
  Profession, Ride, Sense Motive, Spellcraft, Stealth, 
  Survival, Swim, and Use Magic Device
  Skill Ranks per Level:  8 + Int modifier
  Weapon and Armor Proficiencies:  The 
  Inviolate Hound is proficient with all simple 
  weapons, light and one handed martial weapons, 
  hand crossbow, and favored weapon of his deity.  He 
  is also proficient with light armor and light shields or 
  bucklers.
  Spells:  The Inviolate Hound gains the ability to 
  cast Inquisitor spells beginning at 4th level.  The 
  Inviolate Hound only gains a set number of known 
  spells similar to that of the Sorcerer as listed on 
  the Inviolate Hound Spells Known table.  He may 
  cast these spells spontaneously for a total number 
  of spells given by the number of spell slots he has 
  available.  He also gains an additional number 
  of bonus spells per day for a high Wisdom score 
  as listed in the Ability Modifiers and Bonus 
  Spells table found in Chapter 1 of the Pathfinder 
  Roleplaying Game Core Rulebook.
  The Inviolate Hound may replace an existing known 
  spell for a new one of the same level at 8th, 12th, 16th, 
  and 20th levels.
  Orisons:  The Inviolate Hound gains the use of 
  orisons (0-level spells) beginning at 2nd level as listed 
  on the Inviolate Hound Spells known table.  These 
  orisons must be chosen from the Inquisitor spell list.  
  The Inviolate Hound may cast these spells as desired 
  and do not expend them once cast.
  Deceptive Touch (Ex):  The Inviolate Hound is 
  skilled at both telling and sensing lies.  As a result 
  he gains a morale bonus equal to half his class level 
  (minimum of +1) to all skill checks for Bluff and 
  Sense Motive.
  Eldritch Lore(Ex):  The Inviolate Hound adds his 
  Wisdom modifier on all Knowledge checks involving 
  arcane and religious subjects.  This includes arcane, 
  dungeoneering, planes, and religion.  This includes 
  identifying creatures, their abilities and weaknesses.
  Righteous Talent:  The Inviolate Hound gains a 
  talent associated with this trade and skill every 
  odd level beginning at 1st level.  Unless noted in the 
  individual description, a Righteous Talent may only 
  be taken once.  Certain talents may only be taken 
  at certain levels as listed below.  Talents that rely or 
  add to the Inviolate Hound’s shadow attack can only 
  be taken at 3rd level or above.  The Righteious Talent 
  is similar to the Rogue Talent and feats that grant 
  bonuses or additional talents may be used with the 
  Righteous Talent class feature.
  
  2
  Cooperative Focus (Ex):  
  The Inviolate Hound may 
  choose a teamwork feat 
  as a bonus feat.  While 
  working with others, the 
  Inviolate Hound may share 
  this feat with another ally 
  for a number of rounds per 
  day equal to ½ his class 
  level (minimum of 1).  The 
  Inviolate Hound must meet 
  any prerequisites for the 
  feat chosen and if shared 
  with an ally, the ally must 
  meet the prerequisites as 
  well. 
  Focused Vengeance (Su):  
  By focusing his energies 
  upon a particular foe type, 
  the Inviolate Hound may 
  grant the Bane weapon 
  special ability to the 
  weapon being wielded 
  by the hound as a swift 
  action.  The creature type 
  (and subtype if humanoid 
  or outsider is chosen) must 
  be chosen when activated, 
  though the Inviolate 
  Hound may change to a 
  different type as a swift 
  action in a later round.  If 
  the Inviolate Hound drops 
  or loses the weapon, the 
  effect immediately ends, 
  though he may initiate it 
  again when the weapon 
  is retrieved or another 
  is used.  If the weapon 
  is already has the Bane special ability, this talent 
  replaces it for the duration of the effect.   The 
  Inviolate Hound may initiate this talent for a total 
  number of rounds equal to his class level per day, 
  though they do not have to be used consecutively and 
  may be dismissed as a free action.  This talent cannot 
  be taken until 5th level.
  Greater Vengeance (Su):  The Inviolate Hound must 
  have the Focused Vengeance talent and at least 11th 
  level to take this talent.  This talent increases the 
  damage from the Bane effect to 4d6 points of damage.
  Hound’s Intuition(Ex):  the Inviolate Hound may 
  add his Wisdom modifier to his initiative checks in 
  addition to his Dexterity modifier.  In addition, if the 
  Inviolate Hound is not flat footed, he may also add 
  his Wisdom modifier to his AC as a dodge bonus 
  in addition to the normal bonus gained by 
  Dexterity.
  Hound’s Talent:  the Inviolate Hound may choose 
  from the following Rogue Talents:  Bleeding 
  Attack, Fast Stealth, Ledge Walker, Quick Disable, 
  Resiliency, Rogue Crawl, Slow Reactions, Stand Up, 
  Surprise Attack, and Trap Spotter.  The Inviolate 
  Hound’s Shadow Attack is treated as the Sneak 
  Attack ability for talents that augment that ability 
  and those talents may not be chosen until the 
  Inviolate Hound gains that class feature at 2nd level.
  The Inviolate may take this talent multiple times, but 
  must choose a different talent from the list above and 
  may only choose one per three class levels obtained.
  Hound’s Talent Greater:  The Inviolate Hound may 
  choose one talent from the Rogues’ list of Advanced 
  Talents.  The Inviolate Hound must be at least 11th 
  level before he can take this talent.
  Intuitive Tracker (Ex):  The Inviolate Hound 
  may add ½ his class level (minimum of 1) to 
  Inviolate Hound Progessrion Table
  Class 
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Speical Abilities
  Spells Per Day
  1st
  2nd
  3rd
  4th
  1
  +0
  +2
  +0
  +2
  Deceptive Touch, 
  Eldritch Lore, Righteous 
  Talent, Trapfinding
  —
  —
  —
  —
  2
  +1
  +3
  +0
  +3
  Shadow Attack +1d6
  —
  —
  —
  —
  3
  +2
  +3
  +1
  +3
  Righteous Talent
  —
  —
  —
  —
  4
  +3
  +4
  +1
  +4
  Evasion, Trap Sense +1
  1
  —
  —
  —
  5
  +3
  +4
  +1
  +4
  Shadow Attack +2d6, 
  Righteous Talent
  1
  —
  —
  —
  6
  +4
  +5
  +2
  +5
  Uncanny Dodge
  1
  —
  —
  —
  7
  +5
  +5
  +2
  +5
  Righteous Talent, Trap 
  Sense +2
  1
  1
  —
  —
  8
  +6/+1
  +6
  +2
  +6
  Shadow Attack +3d6
  2
  1
  —
  —
  9
  +6/+1
  +6
  +3
  +6
  Righteous Talent
  2
  1
  —
  —
  10
  +7/+2
  +7
  +3
  +7
  Improved Uncanny 
  Dodge, Trap Sense +3
  2
  1
  1
  —
  11
  +8/+3
  +7
  +3
  +7
  Shadow Attack +4d6, 
  Righteous Talent
  2
  2
  1
  —
  12
  +9/+4
  +8
  +4
  +8
  Greater Evasion
  3
  2
  1
  —
  13
  +9/+4
  +8
  +4
  +8
  Righteous Talent, Trap 
  Sense +4
  3
  2
  1
  1
  14
  +10/+5
  +9
  +4
  +9
  Shadow Attack +5d6
  3
  2
  2
  1
  15
  +11/+6/+1
  +9
  +5
  +9
  Righteous Talent
  3
  3
  2
  1
  16
  +12/+7/+2
  +10
  +5
  +10
  Trap Sense +5
  4
  3
  2
  2
  17
  +12/+7/+2
  +10
  +5
  +10
  Shadow Attack +6d6, 
  Righteous Talent
  4
  4
  3
  2
  18
  +13/+8/+3
  +11
  +6
  +11
  Exploit Weakness
  4
  4
  3
  3
  19
  +14/+9/+4
  +11
  +6
  +11
  Righteous Talent, Trap 
  Sense +6
  4
  4
  4
  3
  20
  +15/+10/+5
  +12
  +6
  +12
  Shadow Attack +7d6, 
  Ultimate Evasion
  4
  4
  4
  4
  
  3
  any Survival roles while tracking others.  If tracking 
  down someone in a settled area including towns, 
  villages, etc. the Inviolate Hand may add this bonus 
  to any Knowledge (local) skill checks to determine the 
  whereabouts of his target(s).
  Inviolate Senses (Sp):  The Inviolate Hound may use 
  any of the following as spell-like abilities for a total 
  number of rounds per day equal to his class level:  
  Detect Chaos, Detect Evil, Detect Good, Detect Law, 
  or Discern Lies.  The effect may be initiated as a swift 
  action and does not provoke attacks of opportunity 
  and the Inviolate Hound may switch freely between 
  the different effects as a swift action as listed above.  
  The talent may be ended as a free action and does 
  not have to use this talent in consecutive rounds.
  Inviolate Senses, Greater (Sp):  The Inviolate Hound 
  must have the Inviolate Senses talent to gain this 
  talent.  The spell-like abilities of Detect Poison, 
  Detect Scrying, and Detect Undead are added to the 
  list granted from the Inviolate Senses talent.  This 
  talent does not grant any additional uses per day and 
  the guidelines given for Inviolate Senses apply.  The 
  Inviolate Hound must be at least 5th level in order to 
  take this talent.
  Judgment (Su):  The Inviolate Hound gains the 
  ability to pass judgment on his foes identical to the 
  Inquisitor class feature.  He can do this once per day 
  for every 4 levels possessed.  Unlike the Inquisitor, 
  the Inviolate Hound cannot change the judgment 
  once chosen.  In addition, the Inviolate Hound is 
  limited to the judgments of Destruction, Justice, 
  Protection, Resiliency, and Smiting.
  Once activated, this ability lasts until the combat 
  ends or the Inviolate Hound is becomes incapacitated 
  (such as being frightened, panicked, paralyzed, 
  stunned, or unconscious).  If he is freed from the 
  incapacitating effect and combat is still occurring 
  around him, the judgment initially chosen resumes.
  This talent may be taken more than once but limited 
  to once per eight class levels possessed.  When taken 
  additional times it allows the Inviolate Hound to 
  activate multiple judgments per use.
  Slayer (Ex):  The Inviolate Hound must be at least 
  13th level before he can take this talent and have 
  the Judgment talent.  When the talent is taken the 
  Inviolate Hound must choose one type of judgment, 
  and when that judgment is used the Inviolate Hound 
  is treated as having an additional number of levels 
  equal to his current level minus twelve.  Thus, a 13th 
  level Inviolate Hound would be treated as being 14th 
  level, a 15th level Inviolate Hound would be treated as 
  18th level, etc.
  Trapfinding (Ex):  The Inviolate Hound add 
  ½ his class level (minimum of +1) to any 
  Perception skill checks to locate hidden traps and 
  to Disable Device skill checks.  The Inviolate Hound 
  may use Disable Device to disarm magical traps.
  Shadow Attack (Ex):  If the Inviolate Hound has 
  partial or total concealment against a foe or is 
  flanking a foe, he may perform a shadow attack that 
  causes extra damage.  At 2nd level the attack grants 
  an additional +1d6 points of damage which increases 
  by an additional 1d6 every three levels thereafter 
  (with a maximum of 7d6 at 20th level).  This may be 
  used with melee attacks or ranged attacks up to 30 
  feet distant.  
  This damage is not multiplied for critical hits nor 
  does it stack with other types of precision damage 
  such as the rogue’s Sneak Attack.  If a nonlethal 
  weapon or attack is used, the damage caused by this 
  ability is also nonlethal.
  Evasion (Ex):  the Inviolate Hound gains the ability 
  to avoid certain magical and unusual attacks at 4th 
  level.  If the Inviolate Hound makes a successful 
  Reflex saving throw against an attack that normally 
  causes reduced damage or other effect with a 
  successful save, the Hound suffers no damage or 
  adverse effect.  The Hound must be wearing nothing 
  heavier than light armor and not be encumbered.  If 
  the Inviolate Hound is helpless, he does not gain this 
  benefit.
  Inviolate Hound Spells Known
  Class Level
  0
  1st
  2nd
  3rd
  4th
  1
  —
  —
  —
  —
  —
  2
  1
  —
  —
  —
  —
  3
  2
  —
  —
  —
  —
  4
  3
  1
  —
  —
  —
  5
  4
  2
  —
  —
  —
  6
  4
  3
  —
  —
  —
  7
  4
  3
  1
  —
  —
  8
  4
  4
  2
  —
  —
  9
  4
  4
  3
  —
  —
  10
  4
  4
  3
  1
  —
  11
  4
  4
  4
  2
  —
  12
  4
  4
  4
  3
  —
  13
  4
  4
  4
  3
  1
  14
  4
  4
  4
  4
  2
  15
  4
  4
  4
  4
  3
  16
  4
  4
  4
  4
  4
  17
  4
  4
  4
  4
  4
  18
  4
  4
  4
  4
  4
  19
  4
  4
  4
  4
  4
  20
  4
  4
  4
  4
  4
  
  4
  Trap Sense (Ex):  The Inviolate Hound gains in 
  inherent sense of danger when dealing with traps at 
  4th level.  This ability grants the Inviolate Hound a +1 
  bonus on Reflex save to avoid traps and a +1 Dodge 
  bonus to AC against attacks made by traps.  This 
  bonus increases by +1 every three levels after 4th 
  with a max bonus of +6 at 19th level.
  Uncanny Dodge (Ex):  The Inviolate Hound gains the 
  ability to react to danger instantaneously at 6th level.  
  As a result, the Inviolate Hound cannot be caught 
  flat-footed nor lose any dodge bonuses when being 
  attacked by invisible or totally concealed opponents.  
  If the Inviolate Hound is helpless or is successfully 
  feinted by an opponent, this feature is negated.
  If the Inviolate Hound already has Uncanny Dodge 
  from a different class, he automatically gains 
  Improved Uncanny Dodge feature.
  Improved Uncanny Dodge (Ex):  The Inviolate 
  Hound can no longer be flanked at 10th level.  This 
  defense denies any attack grants precision damage 
  from flank attacks (such as Shadow Attack or 
  Sneak Attack), unless the attacker has at least four 
  additional class levels that grant precision damage 
  beyond that of the Inviolate Hand.  If the Inviolate 
  Hand gains Uncanny Dodge from another class, the 
  total levels of the two classes stack to determine the 
  minimum class level required to flank the Inviolate 
  Hand.
  Evasion, Greater (Ex):  At 12th level, the Inviolate 
  Hound can withstand damage or effects caused 
  from successful Fortitude saving throws in a similar 
  fashion to the effect of the Evasion feature gained at 
  4th level.  If the Inviolate Hound is helpless or wearing 
  anything heavier than light armor, then he loses the 
  benefit of this feature.
  Exploit Weakness (Ex):  At 18th level the Inviolate 
  Hound learns how to strike an opponent at their 
  weakest point.  Whenever the Inviolate Hound 
  successfully strikes an opponent with a critical hit, 
  any damage reduction possessed by the target is 
  ignored for the attack.  In addition, if the target has 
  fast healing or regeneration the effect is negated 
  for a full round after the strike.  Creatures with 
  regeneration may be killed normally during this 
  round unless immune to this ability.
  Ultimate Evasion (Ex):  At 20th level the Inviolate 
  Hound can withstand damage or effects caused from 
  successful Will saving throws in a similar fashion to 
  Evasion and Greater Evasion.  If the Inviolate Hound 
  is helpless or wearing anything heavier than light 
  armor, then he loses the benefit of this feature.
  Chaotic, Evil, Good, and Lawful Spells: An Inviolate 
  Hound cannot cast spells of an alignment 
  opposed to his own or his deity’s except 
  for those of the Divination school (Detect Good, 
  Detect Evil, etc.). Spells associated with particular 
  alignments are indicated by the chaotic, evil, good 
  and lawful descriptors in their spell descriptions.
  Ex-Inviolate Hounds
  An Inviolate Hound who slips into corruption or 
  changes to a prohibited alignment loses all spells and 
  Shadow Talents.  He does retain the Shadow Attack, 
  Trap Finding, Trap Sense, Evasion, and Uncanny 
  Dodge abilities but he can no longer gain levels as an 
  Inviolate Hound until he atones for the corruption.
  
  5
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  If you enjoyed this product, please check out these other 
  Pathfinder supplements produced by the Knotty Works.  
  Each of the Spell Works Compendiums offer over fifty 
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  or introduce a new class with unique me-
  chanics for the Pathfinder game.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia 09 - The Inviolate Hound (Hybrid Class).pdf