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    Ettin in the Playground
     
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    Default Re: Base Class Challenge - The Light Beckons [Submission thread]

    INQUISITOR

    ”The shadows of your deception are pierced by the light of truth. You have been judged guilty, and given every chance to repent, which you refused - now you will pay your penance.”
    Arbiter Augustin, Grand Inquisitor of the Church of Saint Cuthbert

    If Paladins are the swords and shields of the gods, Inquisitors are their eyes and ears. More focused in their studies and purpose than Clerics, with the same incredible self-discipline as Paladins but less martial training, they are a feared branch of any large church. Paladins may punish evil, but it is the Inquisitors who ferret it out, and it is the Inquisitors who deal out penance to the defeated. Few things strike fear in the hearts of those who deal in shadows and lies like an Inquisitor on the hunt, radiating searing light and holy fire.

    Abilities: Charisma and Wisdom are both vital for an Inquisitor. The former determines the strength of many of their abilities, as their own tremendous self-confidence is often their greatest weapon, while Wisdom helps them find evil and pierce its lies, in addition to making their own faith more unshakable. Beyond that, abilities vary; many favor Constitution and Strength, but some of the more learned sages get much use out of Intelligence. Dexterity is generally least important, as Inquisitors are trained to wear heavy armor.

    Role: An Inquisitor is a support character, plain and simple. With a strategic combination of buffs and debuffs, they give their party a crucial advantage over its foes. In particular, they specialize in shutting down those characters and monsters that focus on stealth and trickery, and harass those who rely heavily on magic as well. They are capable of also functioning as competent tanks, provided that they have a chance to erect protective wardings around themselves. Outside of combat, they are social characters, capable of alternating between politeness and formality and ice-cold intimidation depending on the situation.

    Background: Inquisitor is as much a title as a class, and it requires significant training to become fully recognized as one. As a result, many are trained from a very young age; a significant percentage of Inquisitors are raised in the church or kingdom that they serve, or even adopted by them. This is necessary so that they can be fully indoctrinated in the proper philosophy, their minds molded to be unshakably faithful and loyal. Eventually, after completing their training, an Inquisitor is given their formal title and crest. Most remain with their sponsoring organization, carrying out missions at request and then returning or simply managing the dungeons, but some - particularly the young - embark on long-term journeys to ferret out wickedness, only returning posthumously or when they feel ready to settle down.

    Organization: Every Inquisitor is a member of an organized church or a servant of a kingdom. In either case, this organization is almost always at least relatively lawful, so the Inquisitor can generally command a measure of respect anywhere that its influence stretches. Beyond that, they are fully entitled to requisition reinforcements, information, or supplies from their employers, although those employers are not obligated to provide them. More often, an Inquisitor simply reports back after uncovering wrongdoing and the church or kingdom sends out more traditional soldiers or adventurers to deal with it, and bring the survivors back to the Inquisitor.

    Alignment: Any Lawful. Inquisitors are always devoted to lawful churches or kingdoms, but power does have a tendency to corrupt, and there are many Inquisitors who fall from goodness in their zeal to punish transgressors, even some in service of Good-aligned lords and ideals. In games that use the Color Wheel, Inquisitors are always primarily White, but may have any secondary colors.

    Races: The enormous majority of Inquisitors are humans and dwarves. Those races, with their formal governments and ritualized religions, are much more conducive to the philosophies that create Inquisitors than free-spirited races like elves and halflings. Mind Flayers and drow also have thriving populations of Inquisitors, to manage slaves and quench rebellions. Inquisitors are almost entirely unheard of among the savage races, although there are some rare cases when dark cults form, with Inquisitors to carefully survey minds and prune out any thoughts of disobedience.

    Religion: Most Inquisitors are religious, and the vast majority of those worship lawful gods. Some few worship neutral gods, such as Pelor or Nerull, but chaotic religions are anathema to the Inquisitorial mindset which emphasizes conformity and obedience. Of the PhB gods, St. Cuthbert and Hextor command the most worshipers by far, with Wee Jas, Pelor, and Moradin being close seconds.

    Other Classes: Inquisitors tend to get along with other characters (or not) on the basis of philosophy rather than class. Those who adhere to higher principles can generally find a friend in an Inquisitor - many are willing to respect devotion even if they disagree with the particular ethos or organization that one is devoted to. As a result, they tend most often to get along with similarly-aligned clerics, paladins, knights, and incarnates, but may easily cooperate with any class. Those with mercenary mindsets, or those who disrespect authority, are unlikely to gain friendship or respect from an Inquisitor, although they may still cooperate in order to reach a common goal.

    Adaptation: Inquisitors should fit well in almost any setting that includes magic. In settings where the church isn't a dominant force Inquisitors are more likely to serve the state, and vice-versa.

    Hit Die: D8.

    Starting Gold: 6d4 x 10 gold pieces.

    Class Features

    Class Skills: The Inquisitor's class skills (and the key ability score for each skill) are as follows: Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).

    Skill Points at First Level: (6 + Intelligence modifier) x4
    Skill Points at Each Additional Level: 6 + Intelligence Modifier

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Light Acclimation, Trapfinding, Cleansing Light (Illuminate)

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Eyes of God (Dread)

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Cleansing Light (Banish Abominations)

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Cleansing Light (Heal)

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |

    8th|
    +6/+1
    |
    +6
    |
    +2
    |
    +6
    |Eyes of God (Awe)

    9th|
    +6/+1
    |
    +6
    |
    +3
    |
    +6
    |Cleansing Light (Blind)

    10th|
    +7/+2
    |
    +7
    |
    +3
    |
    +7
    |

    11th|
    +8/+3
    |
    +7
    |
    +3
    |
    +7
    |Cleansing Light (Banish Fiends)

    12th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    |

    13th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    |

    14th|
    +10/+5
    |
    +9
    |
    +4
    |
    +9
    |Eyes of God (Guilt), Cleansing Light (Dispel)

    15th|
    +11/+6/+1
    |
    +9
    |
    +5
    |
    +9
    |

    16th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |Cleansing Light (Smite)

    17th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |

    18th|
    +13/+8/+3
    |
    +11
    |
    +6
    |
    +11
    |

    19th|
    +14/+9/+4
    |
    +11
    |
    +6
    |
    +11
    |Cleansing Light (Banish Heretics)

    20th|
    +15/+10/+5
    |
    +12
    |
    +6
    |
    +12
    |Eyes of God (Weakness)[/table]

    Spells per day:
    {table=head]Level|0|1st|2nd|3rd|4th|5th|6th
    1st|5|3|--|--|--|--|--|--|--|--
    2nd|6|4|--|--|--|--|--|--|--|--
    3rd|6|5|--|--|--|--|--|--|--|--
    4th|6|6|3|--|--|--|--|--|--|--
    5th|6|6|4|--|--|--|--|--|--|--
    6th|6|6|5|3|--|--|--|--|--|--
    7th|6|6|6|4|--|--|--|--|--|--
    8th|6|6|6|5|3|--|--|--|--|--
    9th|6|6|6|6|4|--|--|--|--|--
    10th|6|6|6|6|5|3|--|--|--|--
    11th|6|6|6|6|6|4|--|--|--|--
    12th|6|6|6|6|6|5|3|--|--|--
    13th|6|6|6|6|6|6|4|--|--|--
    14th|6|6|6|6|6|6|5|3|--|--
    15th|6|6|6|6|6|6|6|4|--|--
    16th|6|6|6|6|6|6|6|5|3|--
    17th|6|6|6|6|6|6|6|6|4|--
    18th|6|6|6|6|6|6|6|6|5|3
    19th|6|6|6|6|6|6|6|6|6|4
    20th|6|6|6|6|6|6|6|6|6|5[/table]

    Weapon and Armor Proficiency: Inquisitors are proficient with simple weapons, and with medium armor and all shields except tower shields.

    Spellcasting: An Inquisitor casts divine spells, which are drawn from the Inquisitor spell list below. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; like a cleric, he cannot cast a spell with an alignment descriptor directly opposed to his own. When you gain access to a new level of spells, you automatically know all the spells for that level on the Inquisitor's spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list. You also have the option of adding to your existing spell list through your advanced learning class feature (see below) as you increase in level.

    To cast an Inquisitor spell, you must have a Wisdom score of 10 + the spell’s level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against an Inqusitor's spell is 10 + the spell’s level + the Inquisitor's Wis modifier. Like other spellcasters, an Inqusitor can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given in the table above. In addition, you receive bonus spells for a high Wisdom score.

    An Inqusitor need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.

    Light Acclimation (Ex): Inquisitors, even those of darkness-dwelling races like the Drow, wield light as a weapon, and so do not fear it. At 1st level, an Inquisitor's light blindness (if he has it) is replaced with light sensitivity, or his light sensitivity is eliminated entirely. If he has neither of those abilities, he instead gains a +2 bonus on all saves against spells and effects with the [light] descriptor and on spot checks in areas of bright light.

    Cleansing Light (Su): The staple ability of all Inquisitors is to channel the strength of their faith into a tangible force, a light that blinds the wicked and exposes falsehoods. They may use this abilitiy a number of times per day equal to their class level + their Cha modifier. At 1st level, they may only select the Illumination ability, but they gain new uses for this light as they advance in levels.

    Illuminate: The Inquisitor sheds bright light out to a range of 10 feet per class level (and no shadowy illumination beyond that). This light suppresses magical darkness effects with a spell level less than half the Inquisitor's class level, rounded up (for effects that do not mimic spells, they are suppressed if the creator's hit dice or caster level is less than the Inquisitor's class level + cha modifier). The entire illuminated area is considered to have no shadows for the purposes of abilities which require them, and creatures in the area (allied and enemy alike) take a penalty on hide checks equal to 1/2 the Inquisitor's class level. All of the Inquisitor's enemies in this area are dazzled (except those without eyes).

    Banish: At 4rd level, the Inquisitor may release his light in a blinding flash, terrifying the wicked and sending them scurrying away. This functions as a Cleric's ability to turn undead, except that affected creatures are never destroyed, and he may also turn aberrations and vermin. At 13th level, the Inquisitor may turn outsiders with an alignment subtype opposed to his own or that of his church in addition to undead. And at 19th level, he may spend three uses of Cleansing Light to turn any creatures of opposing alignment, regardless of creature type; this only lasts for 1d4+1 rounds, however, and the Inquisitor may not use any of his Banish abilities for 5 rounds.

    Heal: At 7th level, the Inquisitor may use his light to heal as well as harm. When he uses this ability, all allies within 60 feet gain Fast Healing for rounds equal to the Inquisitor's charisma modifier. This healing is equal to one point +1 per every three class levels (2 at first, then 3 at 9, 4 at 12, up to 6 at 20).

    Blind: At 9th level, the Inquisitor may increase the intensity of his cleansing light, striking blind those who view him with pure, overwhelming authority. Treat this ability as a gaze attack with a range of 5 feet per class level. Those affected must make Fortitude saves (DC 10 + 1/2 class level + Cha modifier) or be permanently blinded. On a successful save, creatures are still dazzled for 1 hour. The Inquisitor gains this gaze attack for one round at the cost of two uses of Cleansing Light.

    Dispel: At 14th level, the Inquisitor may use their light to cut through magic as well as shadows. This ability functions as an area dispel effect centered on the Inquisitor, using his class level as the caster level (no cap), but with a radius of 10 feet per class level and a bonus on the dispel check equal to his charisma modifier. The Inqusitor may ignore specific spell effects if he wishes, only dispelling those of his enemies rather than his allies. This uses one use of Cleansing Shadows.

    Smite: At 16th level, an Inquisitor may use their light as a direct weapon, wielding pure faith and charisma like a hammer. As a full-round action, he summons a column of light from the sky or ceiling that covers a 10-foot radius spread. Any magical darkness effects in the area are destroyed or dispelled, and all creatures in the area that the Inquisitor deems enemies suffer 1d6 points of holy damage per class level and must make a will save (10 + 1/2 HD + Cha) or be permanently blinded. On a success, victims are only blinded for one round but still take full damage. This takes two uses of Cleansing Light, and may only be used once every 1d4+1 rounds.

    Eyes of God (Su): Starting at 2nd level, an Inquisitor learns to peel away their target's defenses when they survey them with divination magic. When they cast a divination spell, an Inquisitor may choose one of the following effects, which is inflicted on any enemy affected by or viewed through this spell (so a Detect Evil spell with an effect applied would function on anyone caught in its area). An Inquisitor may only have one such effect active at any one time, even if they have multiple divination effects active at once. Inquisitors start with only the Dread ability, but learn new abilities as they advance: Awe at level 8, Guilt at level 14, and Weakness at level 20. Creatures immune to mind-affecting abilities are immune to the effects of Dread, Awe, and Guilt, but not Weakness. These abilities last for as long as the creature is affected or viewed by the spell and for one full round thereafter.

    Dread: The target feels a sense of fear at the promise of just punishment, be it at the hands of god or man. Those affected take a penalty on all attack rolls. This penalty is -1 at 2nd level, and increases by 1 at level 5 and every fifth level thereafter (-2 at level 5, -3 at level 10, -4 at level 15, and -5 at level 20).

    Awe: The target is shaken with awe as the Inquisitor channels the full force of the authority invested in him. Those affected by this ability take a penalty to AC. The penalty is equal to that normally inflicted by Dread.

    Guilt: The target feels a deep sense of shame and remorse as the Inquisitor peers into their very souls. They suffer a -2 penalty on all saving throws that they make against any effect generated by the Inquisitor or his allies. This penalty increases to -3 at level 18.

    Weakness: The Inquisitor picks out every vulnerability in its target, identifying exactly how to do it the most harm. Creatures affected take a -10 penalty to any spell resistance and damage reduction that they possess, and the Inquisitor himself may add his wisdom modifier to attack and damage against them.


    Spell list

    0th: Resistance, Guidance, Create Water, Cure Minor Wounds, Flare, Inflict Minor Wounds, Mending, Detect Magic, Detect Good/Evil/Chaos/Law, Know Direction, Light, Read Magic, Erase
    1st: Alarm, Bless, Bane, Bless Water, Curse Water, Cure Light Wounds, Comprehend Languages, Command, Detect Undead, Doom, Endure Elements, Entropic Shield, Faerie Fire, Identify, Inflict Light Wounds, Remove Fear, Sanctuary, Shield of Faith, True Strike,
    2nd: Augury, Arcane Lock, Consecrate, Cure Moderate Wounds, Desecrate, Detect Thoughts, Delay Poison, Find Traps, Inflict Moderate Wounds, Locate Object, Protection from Arrows, Protection from Good/Evil/Chaos, Remove Paralysis, Resist Energy, Lesser Restoration, See Invisibility, Status, Silence, Zone of Truth
    3rd: Arcane Sight, Bestow Curse, Clairaudience/Clairvoyance, Cure Serious Wounds, Daylight, Dispel Magic, Glyph of Warding, Inflict Serious Wounds, Invisibility Purge, Magic Circle Against Good/Evil/Chaos, Nondetection, Protection from Energy, Prayer, Remove Curse, Remove Disease, Scrying, Searing Light, Tongues
    4th: Air Walk, Arcane Eye, Atonement, Break Enchantment, Cure Critical Wounds, Detect Scrying, Dimensional Anchor, Discern Lies, Divination, Dismissal, Freedom of Movement, Inflict Critical Wounds, Lesser Globe of Invulnerability, Locate Creature, Lesser Planar Ally, Restoration, Repel Vermin, Spell Immunity
    5th: Commune, Dispel Good/Evil/Chaos, Greater Command, Hallow, Legend Lore, Prying Eyes, Raise Dead, Spell Resistance, Telepathic Bond, True Seeing, Unhallow,
    6th: Analyze Dweomer, Antimagic Field, Banishment, Blasphemy, Dictum, Find the Path, Greater Dispel Magic, Forbiddance, Globe of Invulnerability, Greater Glyph of Warding, Holy Word
    7th: Greater Arcane Sight, Protection from Spells, Repulsion, Sequester, Spell Turning, Sunbeam, Greater Scrying, Vision
    8th: Discern Location, Dimensional Lock, Holy Aura, Mind Blank, Moment of Prescience, Greater Prying Eyes, Greater Planar Ally, Prismatic Wall, Shield of Law, Sunburst, Greater Spell Immunity, Unholy Aura
    9th: Disjunction, Foresight, Freedom, Mass Heal, Imprisonment, Prismatic Sphere, True Resurrection

    Unfinished.
    Last edited by Eurus; 2010-03-17 at 10:25 PM.