jiriku
2010-01-09, 10:13 PM
The inquisitor of the council is a prestige class I constructed for hill dwarves in the city of Safehaven, one of only two great dwarven cities in my homebrew campaign world. These dwarves are somewhat xenophobic and have a certain dark, Lovecraftian undercurrent to them. Please examine and critique honestly! The inquisitors are intended in part to establish the unique flavor of Safehaven and communicate my campaign world's take on hill dwarves, and are available to PC dwarven clerics as well.
Important House-Rules and Setting-Specific Information:
Rich Burlew's alternative diplomacy rules are in effect.
Grundor is the dwarven creator god.
Safehaven is the only great hill dwarf stronghold in the world.
Hill dwarves themselves are an offshoot of the mountain dwarf race who suffered a divine cataclysm after disobeying Grundor's teachings and consorting with aberrations from the far realm. They wandered as refugees for centuries before regaining Grundor's favor and founding Safehaven.
The other settlements listed on the Community Modifiers table are major campaign world locations familiar to the players.
INQUISITOR OF THE COUNCIL
Also called the Hounds of Grundor, the inquisitors are an elite branch of the priesthood who pursue enemies of the faith, including blasphemers, dissidents, and criminals fleeing punishment, as well as more traditional foes of the dwarven people. Inquisitors are chosen for their fanatical devotion to the church and to the dwarven race, and are regarded as either righteous examples of pious devotion or dangerous zealots hell-bent on extending the power of the church, depending on where you ask the question.
Clerics of Grundor most often choose to become inquisitors. Paladins and multiclass monks might also choose this class, but members of such classes are quite rare among dwarves. Members of other classes could theoretically become inquisitors, but would gain little benefit from doing so.
Inquisitors are the chosen servants of the Council of Elders, the ruling council of Safehaven. They serve as the council’s eyes and ears, and execute its will. On the field of battle, inquisitors are hailed as heroes, exhorting their comrades to greater effort even as they call upon Grundor’s aid and heal the fallen. In the chambers and cornerclubs and streets of Safehaven, they are accorded respect and no small amount of fear, for every dwarf knows that the gaze of an inquisitor sees your deepest heart, and the mind of an inquisitor is quick to judge. In pursuit of wrongdoers, they are relentless, merciless, and widely known for their ability to summon the Hounds of Grundor, magical avatars of the pack that ran at Grundor Earthlord’s heels during the Great Conflict that ended the First Age. Inquisitors are sometimes employed as ambassadors, trade representatives, and diplomats to other races, especially races whom the Council does not trust.
REQUIREMENTS
To qualify to become an Inquisitor of the Council, a character must fulfill all the following criteria.
Race: Hill Dwarf.
Alignment: Must be lawful.
Skills: Knowledge (religion) 8 ranks, Diplomacy 4 ranks, Sense Motive 4 ranks.
Feats: Iron Will
Special: Must be able to cast divine spells. The character must be a member of the priesthood of Grundor, and must be sponsored by an inquisitor or by one of the Elders of the Council.
TABLE: INQUISITOR OF THE COUNCIL
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day
1st|+0|+0|+0|+2|Seal of the Earthlord, Resources|+1 level
2nd|+1|+0|+0|+3|Augmented Summoning, Dwarffather's Judgment -2|+1 level
3rd|+2|+1|+1|+3|Finding the Flaw|+1 level
4th|+3|+1|+1|+4|Abiding in Stone|+1 level
5th|+3|+1|+1|+4|Augmented Ally, In Grundor’s Name|+1 level[/table]
CLASS SKILLS
The inquisitor’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (history), Knowledge (local), Knowledge (religion) (Int), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis). See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 4 + Intelligence modifier.
CLASS FEATURES
Weapon and Armor Proficiency: Inquisitors gain no proficiency with weapons, armor or shields.
Spells per Day: An inquisitor gain improved caster level, new spells per day and spells known as if advancing in the divine spellcasting class he belonged to before he added the prestige class.
Seal of the Earthlord: The inquisitor bears the seal of the Council of Elders, and few are willing to cross a servant of the elders of the dwarven nation. The inquisitor gains a +5 circumstance bonus to all Diplomacy and Intimidate checks, but only when he is speaking in an official capacity as a representative of the council.
Resources: As a representative of the council, the inquisitor has access to an array of resources, even when outside of Safehaven. For example, a human merchant in Denapoli may owe a favor to a Longtraveler caravan master, who owes the Council in turn. By taking some time to acclimate himself to the political climate in a large city, the character may pull the strings and learn what resources he can collect in that area. Use of this ability requires at least one day in a large city and a check of 1d20 + twice his inquisitor level + Charisma modifier + community modifier. Community modifiers are shown on table 7–2: Community Modifiers.
Legal Boilerplate on accessing resources:
The Resources table (7–3) describes resources available in terms of goods and services or retainers, the two most common types of resources requisitioned by the inquisitors. Goods and services represent the maximum value of a gift or service performed to pay off the favor. (The gift is the choice of the giver; if the inquisitor demands a specific gift divide the maximum value by half.)
Retainer indicates the loan of a retainer in the employ of one of the Council’s allies. This retainer joins the Inquisitor as an additional cohort for the duration of his time in the area. If the cohort dies while in the Inquisitor’s service, the usual penalties for losing a cohort apply. The exact nature of the cohort is determined by the DM. If the Inquisitor demands a retainer of a specific clan, class, or gender, reduce the cohort’s level by one per demand, to a minimum of one.
The inquisitor may not requisition resources from a given location more than once per month, except in the city of Safehaven, where he may do so once per week. No matter where he is, the inquisitor is calling upon the carefully hoarded wealth and influence of the Council of Elders, and the Council expects such resources to be used wisely. An inquisitor who spends requisitioned resources foolishly or frivolously can expect a reprimand from his superiors at the very least, and may lose the use of this class ability if he falls too far from the Council’s favor.
TABLE: COMMUNITY MODIFIERS
{table=head]Community Size|Population|Modifier|Example
Outpost|20-80|-1|Icefall Quarry
Hamlet|81-400|0|Aspengrove Village
Village|401-900|+1|Kobernus Point
Small Town|901-2,000|+2|Arendel
Large Town|2,001-5,000|+3|Deverrin
Small City|5,001-12,000|+4|Safehaven
Large City|12,001-25,000|+5|Shadroch
Metropolis|25,001+|+6|Denapoli[/table]
TABLE: RESOURCES
{table=head]DC|Type of Favor|Goods/Services|Retainer
Less Than 25|None available|up to 100 gp|1d3 levels (1-3)
25|Minor|up to 500 gp|1d4+1 levels (2-5)
30|Standard|up to 1,000 gp|1d6+3 levels (4-9)
35|Great|up to 2,000 gp|1d8+4 levels (5-12)
40|Exceptional|up to 5,000 gp|1d10+6 levels (7-16)[/table]
Augmented Summoning: Grundor Earthlord was also known as the Master of Hounds. Beginning at 2nd level, the inquisitor gains the benefits of the Augmented Summoning feat when summoning canine or dog-like creatures, and may summon any non-chaotic canine without facing alignment consequences (although he is still liable for the use to which these creatures are put).
Dwarffather’s Judgment: Inquisitors of the Council are Grundor’s chosen servants, and it is well-known that his wrath is turned against any who would oppose his servants. Beginning at 2nd level, the inquisitor’s standing and reputation reach such a point that anyone of the same character level or lower (or Hit Dice for monsters) has trouble taking direct actions against the Inquisitor. This results in a penalty to any actions made to directly affect the inquisitor, including attacks or skill checks made in opposition to the inquisitor. The inquisitor also gains an equal bonus to any saving throws against actions made directly against him by such individuals.
Finding the Flaw: Sometimes what seem to be the mightiest stones are actually the weakest, for deep within lie hidden flaws. The inquisitor knows that people, like stones, often contain hidden weaknesses, and he has developed a sharp eye for discerning what lies hidden in their hearts. Upon reaching 3rd level, the inquisitor may Take 20 on Sense Motive checks as a free action.
Abiding In Stone: Stone possesses the strength to weather almost any calamity undisturbed. At this level, the inquisitor embraces the steadfastness of the earth, becoming so certain in the use of his techniques that he can use them reliably even under the most adverse of circumstances. Upon reaching 4th level, select a number of class skills equal to 3 + the Inquisitor’s Intelligence modifier. The inquisitor may always Take 10 when using these skills.
Augmented Ally: The mightiest of the inquisitors, fearless zealots who are pure in their service to Grundor, can call upon the avatars of the true Hounds of Grundor. When a 5th level inquisitor summons a hound archon using a planar ally spell (including the lesser and greater versions), he can make a Diplomacy check to convince the creature to aid him for a reduced payment. If he meets a DC of 25, the creature will work for 50% of the standard fee, as long as the task is not one that is against its nature. If he meets a DC of 35, it will work for free. If the inquisitor seeks aid in bringing to justice a criminal who has been officially sanctioned by the council, he gains a +10 circumstance bonus on his Diplomacy check, and the hound archon will be willing to help even if the task involves substantial personal danger.
In Grundor’s Name: Acting with the Council’s blessing gives the inquisitor the authority and unshakable confidence to accomplish nearly any task. Once per day, a 5th level inquisitor may instantly Take 20 on any skill or ability check involved in the execution of his official duties (DM’s discretion whether a skill check is so involved). This does not increase the amount of time required to perform the task.
[/spoiler]
Important House-Rules and Setting-Specific Information:
Rich Burlew's alternative diplomacy rules are in effect.
Grundor is the dwarven creator god.
Safehaven is the only great hill dwarf stronghold in the world.
Hill dwarves themselves are an offshoot of the mountain dwarf race who suffered a divine cataclysm after disobeying Grundor's teachings and consorting with aberrations from the far realm. They wandered as refugees for centuries before regaining Grundor's favor and founding Safehaven.
The other settlements listed on the Community Modifiers table are major campaign world locations familiar to the players.
INQUISITOR OF THE COUNCIL
Also called the Hounds of Grundor, the inquisitors are an elite branch of the priesthood who pursue enemies of the faith, including blasphemers, dissidents, and criminals fleeing punishment, as well as more traditional foes of the dwarven people. Inquisitors are chosen for their fanatical devotion to the church and to the dwarven race, and are regarded as either righteous examples of pious devotion or dangerous zealots hell-bent on extending the power of the church, depending on where you ask the question.
Clerics of Grundor most often choose to become inquisitors. Paladins and multiclass monks might also choose this class, but members of such classes are quite rare among dwarves. Members of other classes could theoretically become inquisitors, but would gain little benefit from doing so.
Inquisitors are the chosen servants of the Council of Elders, the ruling council of Safehaven. They serve as the council’s eyes and ears, and execute its will. On the field of battle, inquisitors are hailed as heroes, exhorting their comrades to greater effort even as they call upon Grundor’s aid and heal the fallen. In the chambers and cornerclubs and streets of Safehaven, they are accorded respect and no small amount of fear, for every dwarf knows that the gaze of an inquisitor sees your deepest heart, and the mind of an inquisitor is quick to judge. In pursuit of wrongdoers, they are relentless, merciless, and widely known for their ability to summon the Hounds of Grundor, magical avatars of the pack that ran at Grundor Earthlord’s heels during the Great Conflict that ended the First Age. Inquisitors are sometimes employed as ambassadors, trade representatives, and diplomats to other races, especially races whom the Council does not trust.
REQUIREMENTS
To qualify to become an Inquisitor of the Council, a character must fulfill all the following criteria.
Race: Hill Dwarf.
Alignment: Must be lawful.
Skills: Knowledge (religion) 8 ranks, Diplomacy 4 ranks, Sense Motive 4 ranks.
Feats: Iron Will
Special: Must be able to cast divine spells. The character must be a member of the priesthood of Grundor, and must be sponsored by an inquisitor or by one of the Elders of the Council.
TABLE: INQUISITOR OF THE COUNCIL
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day
1st|+0|+0|+0|+2|Seal of the Earthlord, Resources|+1 level
2nd|+1|+0|+0|+3|Augmented Summoning, Dwarffather's Judgment -2|+1 level
3rd|+2|+1|+1|+3|Finding the Flaw|+1 level
4th|+3|+1|+1|+4|Abiding in Stone|+1 level
5th|+3|+1|+1|+4|Augmented Ally, In Grundor’s Name|+1 level[/table]
CLASS SKILLS
The inquisitor’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (history), Knowledge (local), Knowledge (religion) (Int), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis). See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 4 + Intelligence modifier.
CLASS FEATURES
Weapon and Armor Proficiency: Inquisitors gain no proficiency with weapons, armor or shields.
Spells per Day: An inquisitor gain improved caster level, new spells per day and spells known as if advancing in the divine spellcasting class he belonged to before he added the prestige class.
Seal of the Earthlord: The inquisitor bears the seal of the Council of Elders, and few are willing to cross a servant of the elders of the dwarven nation. The inquisitor gains a +5 circumstance bonus to all Diplomacy and Intimidate checks, but only when he is speaking in an official capacity as a representative of the council.
Resources: As a representative of the council, the inquisitor has access to an array of resources, even when outside of Safehaven. For example, a human merchant in Denapoli may owe a favor to a Longtraveler caravan master, who owes the Council in turn. By taking some time to acclimate himself to the political climate in a large city, the character may pull the strings and learn what resources he can collect in that area. Use of this ability requires at least one day in a large city and a check of 1d20 + twice his inquisitor level + Charisma modifier + community modifier. Community modifiers are shown on table 7–2: Community Modifiers.
Legal Boilerplate on accessing resources:
The Resources table (7–3) describes resources available in terms of goods and services or retainers, the two most common types of resources requisitioned by the inquisitors. Goods and services represent the maximum value of a gift or service performed to pay off the favor. (The gift is the choice of the giver; if the inquisitor demands a specific gift divide the maximum value by half.)
Retainer indicates the loan of a retainer in the employ of one of the Council’s allies. This retainer joins the Inquisitor as an additional cohort for the duration of his time in the area. If the cohort dies while in the Inquisitor’s service, the usual penalties for losing a cohort apply. The exact nature of the cohort is determined by the DM. If the Inquisitor demands a retainer of a specific clan, class, or gender, reduce the cohort’s level by one per demand, to a minimum of one.
The inquisitor may not requisition resources from a given location more than once per month, except in the city of Safehaven, where he may do so once per week. No matter where he is, the inquisitor is calling upon the carefully hoarded wealth and influence of the Council of Elders, and the Council expects such resources to be used wisely. An inquisitor who spends requisitioned resources foolishly or frivolously can expect a reprimand from his superiors at the very least, and may lose the use of this class ability if he falls too far from the Council’s favor.
TABLE: COMMUNITY MODIFIERS
{table=head]Community Size|Population|Modifier|Example
Outpost|20-80|-1|Icefall Quarry
Hamlet|81-400|0|Aspengrove Village
Village|401-900|+1|Kobernus Point
Small Town|901-2,000|+2|Arendel
Large Town|2,001-5,000|+3|Deverrin
Small City|5,001-12,000|+4|Safehaven
Large City|12,001-25,000|+5|Shadroch
Metropolis|25,001+|+6|Denapoli[/table]
TABLE: RESOURCES
{table=head]DC|Type of Favor|Goods/Services|Retainer
Less Than 25|None available|up to 100 gp|1d3 levels (1-3)
25|Minor|up to 500 gp|1d4+1 levels (2-5)
30|Standard|up to 1,000 gp|1d6+3 levels (4-9)
35|Great|up to 2,000 gp|1d8+4 levels (5-12)
40|Exceptional|up to 5,000 gp|1d10+6 levels (7-16)[/table]
Augmented Summoning: Grundor Earthlord was also known as the Master of Hounds. Beginning at 2nd level, the inquisitor gains the benefits of the Augmented Summoning feat when summoning canine or dog-like creatures, and may summon any non-chaotic canine without facing alignment consequences (although he is still liable for the use to which these creatures are put).
Dwarffather’s Judgment: Inquisitors of the Council are Grundor’s chosen servants, and it is well-known that his wrath is turned against any who would oppose his servants. Beginning at 2nd level, the inquisitor’s standing and reputation reach such a point that anyone of the same character level or lower (or Hit Dice for monsters) has trouble taking direct actions against the Inquisitor. This results in a penalty to any actions made to directly affect the inquisitor, including attacks or skill checks made in opposition to the inquisitor. The inquisitor also gains an equal bonus to any saving throws against actions made directly against him by such individuals.
Finding the Flaw: Sometimes what seem to be the mightiest stones are actually the weakest, for deep within lie hidden flaws. The inquisitor knows that people, like stones, often contain hidden weaknesses, and he has developed a sharp eye for discerning what lies hidden in their hearts. Upon reaching 3rd level, the inquisitor may Take 20 on Sense Motive checks as a free action.
Abiding In Stone: Stone possesses the strength to weather almost any calamity undisturbed. At this level, the inquisitor embraces the steadfastness of the earth, becoming so certain in the use of his techniques that he can use them reliably even under the most adverse of circumstances. Upon reaching 4th level, select a number of class skills equal to 3 + the Inquisitor’s Intelligence modifier. The inquisitor may always Take 10 when using these skills.
Augmented Ally: The mightiest of the inquisitors, fearless zealots who are pure in their service to Grundor, can call upon the avatars of the true Hounds of Grundor. When a 5th level inquisitor summons a hound archon using a planar ally spell (including the lesser and greater versions), he can make a Diplomacy check to convince the creature to aid him for a reduced payment. If he meets a DC of 25, the creature will work for 50% of the standard fee, as long as the task is not one that is against its nature. If he meets a DC of 35, it will work for free. If the inquisitor seeks aid in bringing to justice a criminal who has been officially sanctioned by the council, he gains a +10 circumstance bonus on his Diplomacy check, and the hound archon will be willing to help even if the task involves substantial personal danger.
In Grundor’s Name: Acting with the Council’s blessing gives the inquisitor the authority and unshakable confidence to accomplish nearly any task. Once per day, a 5th level inquisitor may instantly Take 20 on any skill or ability check involved in the execution of his official duties (DM’s discretion whether a skill check is so involved). This does not increase the amount of time required to perform the task.
[/spoiler]