Inquisitor

Table: Inquisitor
Level BAB Fort Ref Will Special Mana Points
1st +0 +2 +0 +2 Domain, Judgment 1/day, Monster Lore, Stern Gaze, Divine Devotion 2 Points
2nd +1 +3 +0 +3 Cunning initiative, Detect Alignment, Track 2 Points
3rd +2 +3 +1 +3 Determination 2/day 4 Points
4th +3 +4 +1 +4 Judgment 2/day 4 Points
5th +3 +4 +1 +4 Bane, Confession 6 Points
6th +4 +5 +2 +5 Divine Blessing, Determination 3/day 6 Points
7th +5 +5 +2 +5 Judgment 3/day 8 Points
8th +6 +6 +2 +6 Second Judgment 8 Points
9th +6 +6 +3 +6 Determination 4/day 10 Points
10th +7 +7 +3 +7 Judgment 4/day 10 Points
11th +8 +7 +3 +7 Stalwart 12 Points
12th +9 +8 +4 +8 Greater Bane, Determination 5/day 12 Points
13th +9 +8 +4 +8 Judgment 5/day 14 Points
14th +10 +9 +4 +9 Exploit Weakness 14 Points
15th +11 +9 +5 +9 Determination 6/day 16 Points
16th +12 +10 +5 +10 Divine Blessing, Judgment 6/day, Third judgment 16 Points
17th +12 +10 +5 +10 Slayer 18 Points
18th +13 +11 +6 +11 Determination 7/day 18 Points
19th +14 +11 +6 +11 Judgment 7/day 20 Points
20th +15 +12 +6 +12 Something 20 Points

Alignment: An inquisitor’s alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis.

Hit Die: d8

Class Skills: The inquisitor’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

All the following are class features of the inquisitor. A character must sleep to regain uses of any ability limited in uses per day.

Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, and shortbow. She is also proficient with light armor, medium armor, and shields (except tower shields).

Spellcasting: An inquisitor is capable of tapping their mana to learn and cast spells. Like other spellcasters, an inqusitor gains additional Mana Points as they level that may be allocated to any Pool the inquisitor has access to (see Mana Pools for more information).

Divine Devotion: Inquisitors are steadfast servants of their gods and orders, as such, an inquisitor can’t cast spells of an alignment opposed to her deity’s or order’s (if she has one). As such, their gain a +1 to their save DC for spells with alignments that match their deity’s (this bonus can only apply once to a spell) and they forego the ability to learn and cast spells with alignments that oppose their deity’s. (For instance, an inquisitor of Serra would gain a +1 on the save DCs of Good aligned spells and would forego Evil spells.)

An inquisitor’s class abilities that are based on a mental modifier are determined by the mana affinity of their deity. An inquisitor with a Red or Black deity uses Charisma. An inquisitor with a Green or White deity uses Wisdom. An inquisitor with a Blue deity uses Intelligence. An inquisitor with a deity that has multiple mana affinities may choose among them but, once chosen, it cannot be changed.

Domain: Like an adherent’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as an adherent, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.

Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain. The inquisitor uses her level as her effective adherent level when determining the power and effect of her domain powers. If the inquisitor has adherent or cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of adherent, cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for determining bonus spells.

An Inquisitor can also pick Inquisitions instead of a Domain.

Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. If the inquisitor is temporarily removed from combat the judgement still continues until combat ends.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Pursuit: This judgment quickens the inquisitor’s movements in the pursuit of her foes, granting a 5 foot morale bonus to a chosen movement speed (land, flight, swim, climb, etc). This bonus increases by 5 feet for every five inquisitor levels she possesses. If the inquisitor doesn’t already possess the chosen type of movement, this judgement doesn’t grant it to them.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Monster Lore (Ex): The inquisitor adds her chosen mental modifier (see Divine Devotion) on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her chosen mental modifier (see Divine Devotion) on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Determination (Ex): At 3rd level, the inquisitor is a person of few words on the battlefield, but those words hold great power and authority. Twice per day, the inquisitor can use this ability to create one of the following effects. Each is a free action to use unless otherwise noted. The inquisitor must have line of sight to the ally and the ally must be able to hear the inquisitor for this ability to effect them.

Aggression: The inquisitor may reroll an attack roll that she just made before the results of the roll are revealed (an inquisitor cannot reroll a natural 1). She must take the result of the reroll, even if it’s worse than the original roll.

Defense: When the inquisitor would be hit by a melee or ranged attack, as an immediate action she may add a +4 insight bonus to her Armor Class against that attack, and if this makes the inquisitor’s AC higher than the opponent’s attack roll, the attack misses. The inquisitor must be aware of the attack to use this ability and the inquisitor or the ally must not be helpless for this ability to have any effect.

Warning: When an inquisitor’s ally within line of sight would be hit by a melee or ranged attack, she may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The inquisitor must be aware of the attack to use this ability and the ally must not be helpless for this ability to have any effect.

At 6th level and every three levels after, the inquisitor gains one more use of this ability per day (to a maximum of 7 times per day at 18th level).

Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

Confession (Su): At 5th level, an inquisitor can force a target to answer a single question or face a mystic backlash. On the subject’s next action, it must answer (although not necessarily truthfully) in the same language as the question. If the subject refuses to answer, or if the subject lies and the deception is detected by inquisitor, the magics lashes out, rendering the subject sickened for one round and dealing them 1d6 points of nonlethal arcane damage per two levels the inquisitor possesses. A creature subject to this ability is immediately aware of the consequences should they fail or answer or deceive the inquisitor. A creature that cannot speak or understand the question is not compelled to answer or harmed by not answering. Activating this ability is an immediate action. The inquisitor can use this ability once per day at 5th level, twice per day at 11th level, and three times per day at 17th level. This is a mind-affecting, language-based ability.

Divine Blessing: At 6th level, the inquisitor may empower (as per Empower Spell) a naturally swift or immediate-cast spell with an alignment that matches their deity’s once per day.

At 16th level, the inquisitor may choose to add an alignment descriptor that matches their deity’s to a naturally swift or immediate-cast spell he is casting a number of times per day equal to his chosen mental modifier (see Divine Devotion). The inquisitor may now empower a naturally swift or immediate-cast spell with an alignment that matches their deity’s twice per day.

Second Judgment (Ex): At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.

Stalwart (Ex): At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.

Greater Bane (Su): At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.

Exploit Weakness (Ex): At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.

Third Judgment (Ex): At 16th level, whenever an inquisitor uses her judgment ability, she selects three different judgments, instead of just two. This only consumes one use of her judgment ability. As a swift action, the inquisitor can change one of these judgments to another type.

Slayer (Ex): At 17th level, an inquisitor learns to focus her judgment. Whenever an inquisitor uses her judgment ability, she must select one type of judgment. She is treated as if she were 5 levels higher for the purposes of determining the bonus granted by this judgment. Unlike other types of judgment, the one enhanced by this ability cannot be changed for the remainder of the judgment.

Something: Something Nifty

Ex-Inquisitors

An inquisitor who slips into corruption or changes to a prohibited alignment loses all spells and the judgment ability. She cannot thereafter gain levels as an inquisitor until she atones (see the atonement spell description). An inquisitor who becomes an ex-inquisitor can, with the GM’s permission, take the heretic archetype, replacing her class abilities with the appropriate archetype abilities. If the character atones or joins a different faith, she loses her heretic abilities and regains her previous inquisitor class abilities.

Inquisitor

Skies of Glass Planeswalker Planeswalker