Ing
2007-08-13, 09:59 PM
Character Classes
Inquisitor
http://img489.imageshack.us/img489/9096/humaninquisitor21a1544uv6.jpg
Alignment: Lawful.
Hit Die: d10.
Class Skills
The Inquisitor’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha) Knowledge (Arcane/ religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis)and spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Inquisitors are the bane of spell casters and all magical life. According to lore they are zealots who believe firmly in the nature and sacredness of their Law but either lacked the moral fortitude or for some other reason were not called as Paladins. Inquisitors are humorless stone faced hunters of those they feel violate the natural order or secular law. Governments and socities that favor a tight control on magic in the populace will surely find ample use for an Inquisitor's talents. Most Inquisitors find themselves unable to cordially work with spell casters such as Wizards, Sorcerers, Bards, Paladins, Druids, etc, However, some who fight for a crusade or cause or consider themselves demon hunters will often happily ally themselves with Divine spell casters, whom they view as comrades.
http://img179.imageshack.us/img179/8364/inquisitoruk3.jpg
Class Features
All of the following are class features of the Inquisitor.
Weapon and Armor Proficiency: Inquisitors are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aether Blows (Sp): Starting at level 4 The Inquisitor’s aura empowers her melee attacks with a constant source of magical feedback. The Inquisitor’s disrupting blows are not effected by AC points that come from magical means (Either from items, natural auras or buff spells). Furthermore the Inquisitor’s strikes ignore up to 1 pt of magical damage reduction per 5 Inquisitor levels (capping at 5 at level 20). All damage reduction that is either magical in nature or can be bypassed by magic is effectively reduced when struck by the Inquisitor’s attacks.
Antimagic Field (Su): Starting at level 17 the Inquisitor can summon up an anti-magic field as the spell once per day.
Aura of Law (Ex): The power of a Inquisitor’s aura of Lawfulness (see the detect good spell) is equal to her Inquisitor level.
Break Enchantment (Sp): The Inquisitor can use break enchantment as the spell as a supernatural ability. The Inquisitor uses her Cha modifier for determining DC
Close the Gap (Sp): When a nearby spell caster attempts to cast a spell or supernatural ability an INquisitor as a readied action can attempt to syphon off the gathering magics and use them to teleport in a puff of dust and smoke towards the Caster. The Inquisitor makes a counterspell check against the spell, if they succeed they teleport 10 feet +10Xspell level +an additional 5 feet for every 2 Inquisitor levels, in a straight line towards the spell caster. If this would place them inside a solid object or in an unoccupiable square the Inquisitor instead appears in the nearest occupieable location. If there are two occupieable locations of equal distance the Inquisitor always appears in the area closer to the caster, or on the same side of a barrier as the caster.
Detect Magic(Sp): At will, a Inquisitor can detect Magic, creatures that exert spells or supernatural abilities, creatures that are inheriently magical or animated by magic (Fey, Elementals, Constructs, Undead, Magical Beast, Dragon) or spell casters.
Dispel Chaos (Su): The Inquisitor can use Dispel Chaos as the spell as a supernatural ability. The Inquisitor uses her Cha modifier for determining DC
Disrupting strike (Su): Once per day, a Inquisitor may attempt to strike a creation with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per Inquisitor level. . If that creature is under the influence of a spell, spell like effect or is inherently magical in nature (Such as being animated by magic like an undead, or naturally magic like a fey) the additional damage from the attack is doubled. The creature must make a will save equal to 10+Inquisitor level. If the creature fails they are unable to use magic or supernatural abilities for 1d6 rounds. If the Inquisitor accidentally smites a creature that is not under the protection or influence of a spell or non-magical, the strike has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the Inquisitor may Disrupt strike one additional time per day, as indicated on Table: The Inquisitor, to a maximum of five times per day at 20th level.
Dispel Magic (Su): Beginning at 2nd level, a Inquisitor with a Charisma score of 12 or higher can cast Dispel Magic by touch. Each day she can cast the effect a number of times equal to Inquisitor level/2 (rounded down) maximizing at 10 per day at level 20.
Enervation Strike(Su): Beginning at level 8 an Inquisitor can channel disruptive negative energy into their melee attacks. If hit the target is effected as the Enervation spell as if cast by a sorcerer of equivalent level. Enervation strikes are effected by the Aether blows ability.
Mettle [Su]: An Inquisitor's aura of stabilizing energy gives them high resistance to magical effects. On will and fortitude checks against spells, supernatural abilities, the Inquisitor ignores all effects on a successful save and takes only half effects on a failed save. This functions as the Hexblade mettle ability.
Stoicism (Su): Beginning at 3rd level, a Inquisitor is immune to effects that alter emotions (Magical or otherwise).
Spell resistance (Ex): At 3rd level, a Inquisitor gains Spell resistance equal to 11+Inquisitor HD+Cha modifier
Ex-Inquisitors: An inquisitor who cross classes to a spellcaster class or a class that uses supernatural abilities (Monk, Bard, Ranger, Psion) loose their Class features. The soul exception are Lawful Good Inquisitors who have proven their dedication to a cause or deity and may find themselves called as Paladins. It should be noted however, that depending on the order or society the inquisitors belongs to, such an event might be considered shameful and result in excommunication from the order. Certain religious orders of INquisitors may also permit cross classing to Cleric. An Inquisitor can cross class to Ranger but are unable to utalize the Ranger's spelllist
Inquisitor
http://img489.imageshack.us/img489/9096/humaninquisitor21a1544uv6.jpg
Alignment: Lawful.
Hit Die: d10.
Class Skills
The Inquisitor’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha) Knowledge (Arcane/ religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis)and spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Inquisitors are the bane of spell casters and all magical life. According to lore they are zealots who believe firmly in the nature and sacredness of their Law but either lacked the moral fortitude or for some other reason were not called as Paladins. Inquisitors are humorless stone faced hunters of those they feel violate the natural order or secular law. Governments and socities that favor a tight control on magic in the populace will surely find ample use for an Inquisitor's talents. Most Inquisitors find themselves unable to cordially work with spell casters such as Wizards, Sorcerers, Bards, Paladins, Druids, etc, However, some who fight for a crusade or cause or consider themselves demon hunters will often happily ally themselves with Divine spell casters, whom they view as comrades.
http://img179.imageshack.us/img179/8364/inquisitoruk3.jpg
Class Features
All of the following are class features of the Inquisitor.
Weapon and Armor Proficiency: Inquisitors are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aether Blows (Sp): Starting at level 4 The Inquisitor’s aura empowers her melee attacks with a constant source of magical feedback. The Inquisitor’s disrupting blows are not effected by AC points that come from magical means (Either from items, natural auras or buff spells). Furthermore the Inquisitor’s strikes ignore up to 1 pt of magical damage reduction per 5 Inquisitor levels (capping at 5 at level 20). All damage reduction that is either magical in nature or can be bypassed by magic is effectively reduced when struck by the Inquisitor’s attacks.
Antimagic Field (Su): Starting at level 17 the Inquisitor can summon up an anti-magic field as the spell once per day.
Aura of Law (Ex): The power of a Inquisitor’s aura of Lawfulness (see the detect good spell) is equal to her Inquisitor level.
Break Enchantment (Sp): The Inquisitor can use break enchantment as the spell as a supernatural ability. The Inquisitor uses her Cha modifier for determining DC
Close the Gap (Sp): When a nearby spell caster attempts to cast a spell or supernatural ability an INquisitor as a readied action can attempt to syphon off the gathering magics and use them to teleport in a puff of dust and smoke towards the Caster. The Inquisitor makes a counterspell check against the spell, if they succeed they teleport 10 feet +10Xspell level +an additional 5 feet for every 2 Inquisitor levels, in a straight line towards the spell caster. If this would place them inside a solid object or in an unoccupiable square the Inquisitor instead appears in the nearest occupieable location. If there are two occupieable locations of equal distance the Inquisitor always appears in the area closer to the caster, or on the same side of a barrier as the caster.
Detect Magic(Sp): At will, a Inquisitor can detect Magic, creatures that exert spells or supernatural abilities, creatures that are inheriently magical or animated by magic (Fey, Elementals, Constructs, Undead, Magical Beast, Dragon) or spell casters.
Dispel Chaos (Su): The Inquisitor can use Dispel Chaos as the spell as a supernatural ability. The Inquisitor uses her Cha modifier for determining DC
Disrupting strike (Su): Once per day, a Inquisitor may attempt to strike a creation with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per Inquisitor level. . If that creature is under the influence of a spell, spell like effect or is inherently magical in nature (Such as being animated by magic like an undead, or naturally magic like a fey) the additional damage from the attack is doubled. The creature must make a will save equal to 10+Inquisitor level. If the creature fails they are unable to use magic or supernatural abilities for 1d6 rounds. If the Inquisitor accidentally smites a creature that is not under the protection or influence of a spell or non-magical, the strike has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the Inquisitor may Disrupt strike one additional time per day, as indicated on Table: The Inquisitor, to a maximum of five times per day at 20th level.
Dispel Magic (Su): Beginning at 2nd level, a Inquisitor with a Charisma score of 12 or higher can cast Dispel Magic by touch. Each day she can cast the effect a number of times equal to Inquisitor level/2 (rounded down) maximizing at 10 per day at level 20.
Enervation Strike(Su): Beginning at level 8 an Inquisitor can channel disruptive negative energy into their melee attacks. If hit the target is effected as the Enervation spell as if cast by a sorcerer of equivalent level. Enervation strikes are effected by the Aether blows ability.
Mettle [Su]: An Inquisitor's aura of stabilizing energy gives them high resistance to magical effects. On will and fortitude checks against spells, supernatural abilities, the Inquisitor ignores all effects on a successful save and takes only half effects on a failed save. This functions as the Hexblade mettle ability.
Stoicism (Su): Beginning at 3rd level, a Inquisitor is immune to effects that alter emotions (Magical or otherwise).
Spell resistance (Ex): At 3rd level, a Inquisitor gains Spell resistance equal to 11+Inquisitor HD+Cha modifier
Ex-Inquisitors: An inquisitor who cross classes to a spellcaster class or a class that uses supernatural abilities (Monk, Bard, Ranger, Psion) loose their Class features. The soul exception are Lawful Good Inquisitors who have proven their dedication to a cause or deity and may find themselves called as Paladins. It should be noted however, that depending on the order or society the inquisitors belongs to, such an event might be considered shameful and result in excommunication from the order. Certain religious orders of INquisitors may also permit cross classing to Cleric. An Inquisitor can cross class to Ranger but are unable to utalize the Ranger's spelllist