View Full Version : [3.5/PF] The Inquisitor, redux (Tbone)

2014-10-01, 11:22 PM
NOTE: This is a revision of a Pathfinder class. It includes such Pathfinder-y weaksauce as Teamwork Feats, in one of the only forms that they don't suck. Read on.

Inquisitor. One who searches out and inquires; an official charged with rooting out heretical doctrine contrary to the dominant dogma in the region. Popularized first by Spain and Monty Python, Inquisitors were displayed as grim individuals who broke morality in favor of their greater purpose. They did what they had to get things done. The concept was glamorized and perfected by Warhammer 40,000 - the rest is history. We know what we're here for. Stealthy. Brutal. Efficient. Knowledgeable. Frightening. Powerful. Manipulative. The Inquisitor hunts down those she deems heretic and ends them with extreme prejudice. We are not here for this...

We are here for this.

You are an Inquisitor, wreathed in immense power by the divine right of your gods, your beliefs, and above all else the sheer necessity of your duty. You will not fail because if you do, all falls with you.

The Inquisitor
Hit Die: d8
BAB: Average
Fortitude: Good
Reflex: Poor
Will: Good
Skills (6 + Int mod): Bluff, climb, craft, diplomacy, disguise, heal, intimidate, knowledge (all), perception, profession, ride, sense motive, spellcraft, stealth, survival, and swim.

Level 01: Domain, judgement 1/day, monster lore, orisons, stern gaze.
Level 02: Cunning initiative, detect alignment, track
Level 03: Solo tactics, teamwork feat
Level 04: Judgement 2/day
Level 05: Bane, discern lies
Level 06: Teamwork feat
Level 07: Judgment 3/day
Level 08: Second Judgment
Level 09: Teamwork feat
Level 10: Judgment 4/day
Level 11: Stalwart
Level 12: Greater bane, teamwork feat
Level 13: Judgment 5/day
Level 14: Exploit weakness
Level 15: Teamwork feat
Level 16: Judgment 6/day, third judgement
Level 17: Slayer
Level 18: Teamwork feat
Level 19: Judgement 7/day
Level 20: True Judgement

Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, pluss the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. If she is already proficient with the favored weapon of her deity, she instead gains a +1 bonus to attack rolls made with that weapon. 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 below. In addition, she receives bonus spells per day if she has a high Wisdom score.

Domain: You select one divine Domain, like a cleric would. This must be one available to your deity. Each Domain grants a number of level-based Domain powers, using Inquisitor level instead of Cleric level. Additionally, the Inquisitor adds the spells for the domain to her list of spells known.

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.

Judgment: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.

Destruction: The inquisitor is filled with divine wrath, gaining a +2 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every two inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 2. This causes the inquisitor to heal 2 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 +2 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 +2 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 +2 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 +2 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.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 2/magic. This DR increases by 1 for every three 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.

Resistance: The inquisitor is shielded by a flickering aura, gaining 4 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

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: The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. In addition, you gain Knowledge Devotion as a bonus feat whether or not you meet the prerequisites.

Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table: Inquisitor Spells Known. These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

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

Cunning Initiative: At level 2, the Inquisitor begins adding her Wisdom bonus to her Initiative in addition to her Dexterity bonus.

Detect Alignment: At will, a level 2 inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track: Starting at 2nd level, an Inquisitor adds her class level on Survival skill checks made to follow or identify tracks.

More tomorrow after work. Planned changes include an option to allow for expanding to a second domain access (maybe a feat? Maybe something clever). More fuel for daily-use abilities like Bane, Discern Lies, including free discern lies and other divination if you have recently killed someone. Replacing Stalwart with the simpler Mettle (it's the same thing but works all the time). Exploit Weakness is going to be paired with a knowledge-granting "scan" trick with you learning from your crits. Slayer is undergoing significant revision, offering a special ability for each Judgment in exchange for not being able to swap out of them. True Judgement will be completely redone to not be a save-or-die but something that can dished out to completely change the landscape of an epic-level encounter.

Extra Anchovies
2014-10-01, 11:46 PM
It might be good to have a distinct list of what is different from the base Inquisitor. Their class table, after all, looks mostly the same. What I see so far is that the Judgement's powers no longer scale evenly, and that they get free Knowledge Devotion.

As an aside, what is your goal here? If it's to make them a stronger class, I don't see why; they're kind of at the T3 sweet spot in that they're really good at a few things but will be able to contribute meaningfully to a lot of other things as well. If it's an attempt at rebalancing their abilities against one another, then I approve.

2014-10-04, 04:12 AM
interesting, please compare against original tho?