Difference between revisions of "Inquisitor"
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+ | ==Class Features== |
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+ | '''Weapon and Armor Proficiency:''' An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields). |
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+ | |||
+ | '''Spells:''' An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell's level. |
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+ | |||
+ | To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor's spell is 10 + the spell level + the inquisitor's Wisdom modifier. |
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+ | |||
+ | An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook). |
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+ | |||
+ | An inquisitor's selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor's choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.) |
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+ | |||
+ | Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. |
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+ | |||
+ | {{TableMain}} |
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+ | {{T01}} |
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+ | |Inquisitor Spells Known |
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+ | {{T02}} |
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+ | | Level||Spells Known |
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+ | |- |
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+ | | 0||1st||2nd||3rd||4th||5th||6th |
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+ | |- |
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+ | | 1st||4||2||—||—||—||—||— |
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+ | |- |
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+ | | 2nd||5||3||—||—||—||—||— |
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+ | |- |
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+ | | 3rd||6||4||—||—||—||—||— |
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+ | |- |
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+ | | 4th||6||4||2||—||—||—||— |
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+ | |- |
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+ | | 5th||6||4||3||—||—||—||— |
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+ | |- |
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+ | | 6th||6||4||4||—||—||—||— |
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+ | |- |
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+ | | 7th||6||5||4||2||—||—||— |
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+ | |- |
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+ | | 8th||6||5||4||3||—||—||— |
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+ | |- |
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+ | | 9th||6||5||4||4||—||—||— |
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+ | |- |
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+ | | 10th||6||5||5||4||2||—||— |
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+ | |- |
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+ | | 11th||6||6||5||4||3||—||— |
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+ | |- |
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+ | | 12th||6||6||5||4||4||—||— |
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+ | |- |
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+ | | 13th||6||6||5||5||4||2||— |
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+ | |- |
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+ | | 14th||6||6||6||5||4||3||— |
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+ | |- |
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+ | | 15th||6||6||6||5||4||4||— |
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+ | |- |
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+ | | 16th||6||6||6||5||5||4||2 |
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+ | |- |
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+ | | 17th||6||6||6||6||5||4||3 |
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+ | |- |
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+ | | 18th||6||6||6||6||5||4||4 |
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+ | |- |
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+ | | 19th||6||6||6||6||5||5||4 |
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+ | |- |
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+ | | 20th||6||6||6||6||6||5||5 |
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+ | |} |
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+ | |||
+ | '''Domain:''' Like a cleric'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 a cleric, 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. |
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+ | |||
+ | 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, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells. |
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+ | |||
+ | 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. |
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+ | |||
+ | 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. |
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+ | |||
+ | 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. |
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+ | |||
+ | |||
+ | ===Judgments=== |
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==Inquisitors in Ea== |
==Inquisitors in Ea== |
Revision as of 04:21, 27 February 2014
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Inquisitors are by stereotype, grim and determined, and dedicated to rooting out the enemies of their faith. In practice, however, they are much more diverse. Though tied to the dogma of a particular deity, they may take a number of roles to further their cause. This is especially true as each deity is vast and their dogma far-reaching.
As a group, inquisitors possess no one method to achieve their goal. Some are equally martial while others rely on guile and less conventional means. Others may even be warriors of peace, who lead by example rather than force. Many possess a personal code of some kind, and as per the PRD, their alignment must be within one step of their deity's.
Somewhat surprisingly, inquisitors tend to be dedicated towards building up and supporting their temples. For this reason, they often find means and ways to work with other members, particularly the clerics and paladins (should their deity sponsor them), or rangers and monks (such as in the case of Gilead or Vardama). In many areas, they often find allies, even if these allies have a different method of approach, and the words of clerics are often appreciated, if not always followed.
For more hunter-type inquisitors, the enemies of a faith may vary. For Altheans, for example, this may be the oppressors of the week or brigades who raze homes and farmsteads. An inquisitor of Angoron might take the fight against slavery in Veyshan, or even a local bully who was abusing his strength.
Inquisitors
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 Dice: d8.
Class Skills: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (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.
The Inquisitor | ||||||||||||||
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day | ||||||||
1st | 2nd | 3rd | 4th | 5th | 6th | |||||||||
1st | +0 | +2 | +0 | +2 | Domain, judgment 1/day, monster lore, orisons, stern gaze | 1 | — | — | — | — | — | |||
2nd | +1 | +3 | +0 | +3 | Cunning initiative, detect alignment, track | 2 | — | — | — | — | — | |||
3rd | +2 | +3 | +1 | +3 | Solo tactics, teamwork feat | 3 | — | — | — | — | — | |||
4th | +3 | +4 | +1 | +4 | Judgment 2/day | 3 | 1 | — | — | — | — | |||
5th | +3 | +4 | +1 | +4 | Bane, discern lies | 4 | 2 | — | — | — | — | |||
6th | +4 | +5 | +2 | +5 | Teamwork feat | 4 | 3 | — | — | — | — | |||
7th | +5 | +5 | +2 | +5 | Judgment 3/day | 4 | 3 | 1 | — | — | — | |||
8th | +6/+1 | +6 | +2 | +6 | Second judgment | 4 | 4 | 2 | — | — | — | |||
9th | +6/+1 | +6 | +3 | +6 | Teamwork feat | 5 | 4 | 3 | — | — | — | |||
10th | +7/+2 | +7 | +3 | +7 | Judgment 4/day | 5 | 4 | 3 | 1 | — | — | |||
11th | +8/+3 | +7 | +3 | +7 | Stalwart | 5 | 4 | 4 | 2 | — | — | |||
12th | +9/+4 | +8 | +4 | +8 | Greater bane, teamwork feat | 5 | 5 | 4 | 3 | — | — | |||
13th | +9/+4 | +8 | +4 | +8 | Judgment 5/day | 5 | 5 | 4 | 3 | 1 | — | |||
14th | +10/+5 | +9 | +4 | +9 | Exploit weakness | 5 | 5 | 4 | 4 | 2 | — | |||
15th | +11/+6/+1 | +9 | +5 | +9 | Teamwork feat | 5 | 5 | 5 | 4 | 3 | — | |||
16th | +12/+7/+2 | +10 | +5 | +10 | Judgment 6/day, third judgment | 5 | 5 | 5 | 4 | 3 | 1 | |||
17th | +12/+7/+2 | +10 | +5 | +10 | Slayer | 5 | 5 | 5 | 4 | 4 | 2 | |||
18th | +13/+8/+3 | +11 | +6 | +11 | Teamwork feat | 5 | 5 | 5 | 5 | 4 | 3 | |||
19th | +14/+9/+4 | +11 | +6 | +11 | Judgment 7/day | 5 | 5 | 5 | 5 | 5 | 4 | |||
20th | +15/+10/+5 | +12 | +6 | +12 | True judgment | 5 | 5 | 5 | 5 | 5 | 5 |
Class Features
Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).
Spells: An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell's level.
To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor's spell is 10 + the spell level + the inquisitor's Wisdom modifier.
An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
An inquisitor's selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor's choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)
Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Inquisitor Spells Known | |||||||
Level | Spells Known | ||||||
0 | 1st | 2nd | 3rd | 4th | 5th | 6th | |
1st | 4 | 2 | — | — | — | — | — |
2nd | 5 | 3 | — | — | — | — | — |
3rd | 6 | 4 | — | — | — | — | — |
4th | 6 | 4 | 2 | — | — | — | — |
5th | 6 | 4 | 3 | — | — | — | — |
6th | 6 | 4 | 4 | — | — | — | — |
7th | 6 | 5 | 4 | 2 | — | — | — |
8th | 6 | 5 | 4 | 3 | — | — | — |
9th | 6 | 5 | 4 | 4 | — | — | — |
10th | 6 | 5 | 5 | 4 | 2 | — | — |
11th | 6 | 6 | 5 | 4 | 3 | — | — |
12th | 6 | 6 | 5 | 4 | 4 | — | — |
13th | 6 | 6 | 5 | 5 | 4 | 2 | — |
14th | 6 | 6 | 6 | 5 | 4 | 3 | — |
15th | 6 | 6 | 6 | 5 | 4 | 4 | — |
16th | 6 | 6 | 6 | 5 | 5 | 4 | 2 |
17th | 6 | 6 | 6 | 6 | 5 | 4 | 3 |
18th | 6 | 6 | 6 | 6 | 5 | 4 | 4 |
19th | 6 | 6 | 6 | 6 | 5 | 5 | 4 |
20th | 6 | 6 | 6 | 6 | 6 | 5 | 5 |
Domain: Like a cleric'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 a cleric, 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, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.
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.
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.
Judgments
Inquisitors in Ea
There are a number of inquisitors within Ea, though few possess their own orders. Instead, they often take on specialized roles within their faith. The following are for example purposes only, and you are free to make up your own role and interpretation.
Althea: Inquisitors of Althea may tend to favor subtler methods to enact the spread of peace and protection of the poor and the weak. For example, these inquisitors may make studies of oppressed lands and determine how best to get aid to them. This does not make them any less of warriors for good, only that they are often in a unique position to utilize their talents.
Angoron: Inquisitors or Angoron may tend to focus on the protection of the weak and those who cannot protect themselves (such as children). Some of them may take this to near-fanatic levels. Many of them are also students in the perfection of physical strength, and may become single-minded in this goal.
Daeus: Inquisitors of Daeus are more rare. They may tend to serve as guardians of many of Althea's works, and are often at the forefront in the fight against evil. They may be students of military strategy against the spread of oppression and darkness.
Eluna: Inquisitors of Eluna may focus on the protection of magic or magic sites, as well as the investigation of potentially dangerous artifacts.
Gilead: Inquisitors of Gilead may tend to be protectors of the field and the careful balance between nature and man. They may also lend their skills to other temples of light, to root out and destroy sources of evil, and often cooperate with the faith of Dana.
Serriel: Inquisitors of Serriel are often, but not exclusively so, students of military strategy and the advancement of civilization. The form this takes can vary widely, from organizing the building of roads, to serving within the ranks of armies, to acting as advisers to government, with the goal of developing areas such as education and so forth.
Tarien: Tarien has few inquisitors. Those that do are known for guarding the causeways and travelways, and imparting wisdom through pranks and humor rather than force.
Ceinara: Inquisitors of Ceinara are rare, though many focus on the liberation aspect of Ceinara's portfolio, believing that every person should be free to create. They also may engage in the protection and study of great works of art.
Dana: Dana's inquisitors focus on the protection of wild spaces. They may act as a mediator between the wild and the civilized world, or even as enforcers against encroachment.
Kor: Inquisitors of Kor tend to be students of war and military strategy. They may even hire out their services or function as mercenaries, all in Kor's name.
Navos: Inquisitors of Navos tend to be focused on the inner self, and the struggle for perfection. Many of them serve as spiritual techers or guides, either by living by example, or more formally.
Rada: The inquisitors of Rada take on the defense of ships and the sea. Some of them work the land, representing the interests of fisherman to various cities and villages. They may also cooperate with the faiths of Gilead and Dana, and hunt out the corruption of the seas.
Reos: The inquisitors of Reos are often khazad, and may embody the values of that culture. Such inquisitors may train themselves to protect khazadi homes and shrines from traditional enemies, such as giants. Others may focus on the recovering of ancient technologies. However, a surprising number of gobber inquisitors have sprung to life, who work to repair the races' image and to tame the more egregious instances of "mad science."
Vardama: The inquisitors of Vardama vary. While some focus on the hunting of the undead, others may be involved in the protection of shrines and various crypts. They may also take on legal expertise and aid the priests in manners of mediating wills, familial disputes, and other matters.
Caracoroth: The inquisitors of Caracoroth are the stuff of nightmare, spreading the seeds of fear and destruction.
Deimos: The inquisitors of Deimos are more subtle, acting often as undercover agents to further their deities' goals.
Gunahkar: The inquisitors of this god focus on bringing about disaster in all its forms.
Illotha: The inquisitors of Illotha often hire themselves out as professional poisoners or assassins, particularly where it may cause the most harm.
Maugrim: The inquisitors of Maugrim focus on infiltration, and bringing the world under the Tyrant's boot.
Taara: The inquisitors of Taara share her hunger for power, and few scruples on how to attain it.
Thul: The inquisitors of Thul specialize often in the darker aspects of the law, and fostor agreements, unwilling and willing, between those of mortal souls and those of the hells.
Notice
Inquisitors will be added to the game upon completion of recode. At this time, we will allow folks to adjust or even adapt existing characters to these new options. The recode is not due to happen immediately, though we are working on it. If you like, contact a staffer about how you can help!
Additional Options
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