Inquisitor

Inquisitor
Grim and determined, you root out enemies of the faith, using trickery and guile when righteousness and purity is not enough. Although inquisitors are dedicated to a deity, they are above many of the normal rules and conventions of the church. They answer to their deity and their own sense of justice alone, and are willing to take extreme measures to meet their goals.

Role: Inquisitors tend to move from place to place, chasing down enemies and researching emerging threats. As a result, they often travel with others, if for no other reason than to mask their presence. Inquisitors work with members of their faith whenever possible, but even such allies are not above suspicion.

Faith: An inquisitor must aligned themselves to the tennants of a particular faith.

Hit Dice: d8.

Class Skills
Your class skills are Athletics (Str), Autohypnosis (Wis), Deception (Cha), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Survival (Wis).
Skill Ranks per Level: 6 + Int modifier.


Table: 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 Faith, inquisition, judgment 1/day, monster lore, orisons, stern gaze 1
2nd +1 +3 +0 +3 Cunning initiative, detect creature, 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 +6 +2 +6 Second judgment 4 4 2
9th +6 +6 +3 +6 Teamwork feat 5 4 3
10th +7 +7 +3 +7 Judgment 4/day 5 4 3 1
11th +8 +7 +3 +7 Stalwart 5 4 4 2
12th +9 +8 +4 +8 Greater bane, teamwork feat 5 5 4 3
13th +9 +8 +4 +8 Judgment 5/day 5 5 4 3 1
14th +10 +9 +4 +9 Exploit weakness 5 5 4 4 2
15th +11 +9 +5 +9 Teamwork feat 5 5 5 4 3
16th +12 +10 +5 +10 Judgment 6/day, third judgment 5 5 5 4 3 1
17th +12 +10 +5 +10 Slayer 5 5 5 4 4 2
18th +13 +11 +6 +11 Teamwork feat 5 5 5 5 4 3
19th +14 +11 +6 +11 Judgment 7/day 5 5 5 5 5 4
20th +15 +12 +6 +12 True judgment 5 5 5 5 5 5

Class Features
The following are class features of you.

Weapon and Armor Proficiency: You are proficient with weapons (simple, crossbows, bows, faith's favored weapon), and armor (light, medium) and shields.

Faith: You select a powerful being whose faith you will eternally defend. This being grants you the ability to cast spells and helps to shape your moral and legal outlook. The faiths of Porphyra include archdevils, demon lords, elemental lords, gods, great old ones, protean lords, and psy¬chopomp ushers. As an inquisitor, you must follow one of the code of conduct requirements of your faith’s domains each day. You may add your faiths domain spells to your spell lists and your faith also determines if you can access positive energy spells or negative energy spells.

Spells (Wis): You cast spells which are drawn from your spell list. Your spell list consists of all simple spells, all spells with either the positive energy descriptor or the negative energy descriptor (based on your faith), and all the spells that are listed within your faiths domains. You must choose and prepare your spells in advance.
To learn or cast a spell, you must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Wisdom modifier.

You can cast only a certain number of spells of each spell level each day. Your base daily spell allotment is given on the class table. In addition, you receive bonus spells per day if you have a high Wisdom score.

Spellbook: You begin play with a spellbook containing any four 0th-level spells plus two 1st-level spells from your spell list. At each new level, you gain two new spells of any spell level or levels that you can cast (based on your new level) for you spellbook. Additionally, at each new spell level you add your domain spells to your spellbook (including 1st level). At any time, you can also add spells found in other spellbooks to your own. You can only add a spell to you spellbook if it is on your spell list.

Orisons: You learn a number of orisons, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Inquisitions (Wis): Inquisitions grant you the tools necessary for the fight against enemies of the faith. If an inquisition's granted power calls for a saving throw, the DC of the save is equal to 10 + 1/2 your inquisitor level + your Wisdom modifier. Unless otherwise stated, the caster level for granted power spell-like abilities is equal to your class level.

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

At 1st level, you can use this ability once per day. At 4th level and every three levels thereafter, you 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. You must participate in the combat to gain these bonuses. If you are 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 you can participate in the combat again.

When you use this ability, you must select one type of judgment to make. As a swift action, you can change this judgment to another type. Once made, this choice cannot be changed.

  • Destruction: You are filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels you possess.
  • Healing: You are surrounded by a healing light, gaining fast healing 1. This causes you to heal 1 point of damage each round as long as you are alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels you possess.
  • Justice: This judgment spurs you to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels you possess. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
  • Piercing: This judgment gives you great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on caster checks. This bonus increases by +1 for every three inquisitor levels you possess.
  • Protection: You are surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels you possess. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against you.
  • Purity: You are 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 you possess. At 10th level, the bonus is doubled against curses, diseases, and poisons.
  • Resiliency: This judgment makes you resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels you possess. At 10th level, this DR changes from magic to a special material (like hellstone or platinum).
  • Resistance: You are shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, radiance, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels you possess.
  • Smiting: This judgment bathes your weapons in a divine light. Your weapons count as magic for the purposes of bypassing damage reduction. At 6th level, your weapons also bypass the DR of one outsider subtype that is chosen when the judgement is invoked. At 10th level, your weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Monster Lore (Ex): You adds your Wisdom modifier on Knowledge skill checks in addition to your Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze (Ex): You are skilled at sensing deception and intimidating their foes. You receive 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, you add your Wisdom modifier on initiative checks, in addition to your Dexterity modifier.

Detect Creature (Sp): At will, you can use detect creature.

Track (Ex): At 2nd level, you add half your level on Survival skill checks made to follow or identify tracks.

Solo Tactics (Ex): At 3rd level, you gain an additional +2 bonus to attack rolls and damage when fighting the same opponent as another ally.

Teamwork Feat: At 3rd level, and every three levels thereafter, you gain a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. You must meet the prerequisites of the selected bonus feat.
As a standard action, you can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat you have already learned. You can only change the most recent teamwork feat gained. Whenever you gain a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. You can change your most recent teamwork feat a number of times per day equal to your Wisdom modifier.

Bane (Su): At 5th level, you can imbue one of your weapons with the bane weapon special ability as a swift action. You must select one creature type when you use 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 you wield the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to you before the duration expires. This ability lasts for a number of rounds per day equal to your level. These rounds do not need to be consecutive.

Discern Lies (Sp; Wis): At 5th level, you can discern lies for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Second Judgment (Ex): At 8th level, whenever you use your judgment ability, you select two different judgments, instead of one. This only consumes one use of your judgment ability. As a swift action, you can change one of these judgments to another type.

Stalwart (Ex): At 11th level, you can use mental and physical resiliency to avoid certain attacks. If you make a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, you instead avoid the effect entirely. You cannot benefit from this ability if you are helpless or wearing heavy armor.

Greater Bane (Su): At 12th level, whenever you use your 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, you learn to take advantage of any opportunity that presents itself. Whenever you score a critical hit, you 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. If you deal energy damage to a creature with vulnerability to that energy type, you deals +1 point of damage per die rolled.
Third Judgment (Ex): At 16th level, whenever you use your judgment ability, you select three different judgments, instead of just two. This only consumes one use of your judgment ability. As a swift action, you can change one of these judgments to another type.

Slayer (Ex): At 17th level, you learn to focus your judgment. Whenever you use your judgment ability, you must select one type of judgment. You are treated as if you were 5 levels higher for the purposes of determining the bonus granted by the judgment. Unlike other types of judgment, the one enhanced by this ability cannot be changed for the remainder of the judgment

True Judgment (Su; Wis): At 20th level, you can call true judgment down upon a foe during combat. Whenever you use your judgment ability, you can invoke true judgment on a foe as a swift action. Once declared, you can make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals damage normally and the target must make a Fortitude save or die. The target creature is immune to your true judgment ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds.


Ex-Inquisitors
If you grossly violate the code of conduct required by your faith (by accumulating 20 points of disapproval), you lose all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. You cannot thereafter gain levels as an inquisitor of your faith until you atone for your deeds or remove all 20 points of disapproval.

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