Inquisitor
“Heresy! Everything is heresy!”
-Kusaka Nayuko, Senior Inquisitor for Heibesu City
Starting Wealth : 3d6 × 15 Koi. In addition, each character begins play with an outfit worth 20 Koi or less.
Lore : The Faith of the Void is sponsored by grim, determined individuals who devote their lives to ensuring their religion prevails. The Inquisitor roots out enemies of her faith, using trickery and guile when righteousness and purity is not enough. Although inquisitors are dedicated to the chantry, they are above many of their normal rules and conventions. They answer to doctrine and their own sense of justice alone, and are willing to take extreme measures to meet their goals. (More info on religion here).
Heretic religions include the Fellowship of Saiah, the Drow Cults, and cults focused on Oni.. Some Inquisitors may want to be more zealous in their action and persecute members of other faiths, even the protected Hikaito cult, but they are not backed by Imperial law...though some might argue that in religious matters, they make the law.
Restrictions : Must be part of the Faith of the Void (the official religion of Heibesu).
Hit Dice: d8
Class Skills : The inquisitor’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha),Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoning) (Int), Knowledge(nature) (Int), Knowledge (planes) (Int), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex),Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 6 + Int Modifier
Weapon and Armour Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favoured weapon of her deity. She is also proficient with light armour, medium armour, and shields (except tower shields).
Class Features : All of the following are class features of the Inquisitor class.
Spellcasting: All Inquisitors start with the ability to cast Runic spells. Unlike Wizards, they know a very limited number of runic spells, as determined by their Domain. An Inquisitor's Casting Attribute is Wisdom. They cast their spells with Runestones, and therefore are Arcane Magic casters.
Chi Points: An Inquisitor must spend an hour meditating each day to order their thoughts and prepare their mystical energies. At the end of this meditation period, they reset their Chi points to the value shown for their level on the table. They receive bonus chi points equal to their Intelligence Modifier multiplied by their Class Level.
Domain 1: At first level, the Inquisitor must choose their focus. Because their knowledge of spellcasting is derived from religious doctrine, they may not freely select runic components. Instead, they choose a Domain. Each Domain grants a free power that can be used once per day. It also grants one spell that can be cast anytime, provided the Inquisitor has enough Runestones and CP to cast the spell.
Inquisitors can choose from any of the following Domains as they are Chantry domains.
Greed : Core: Growth. Range: Earth. Shape: Water.
Power: Spellcraft check to divert spell effects to the Inquisitor instead of their original in-range target.
Magic: Core: Negate. Range: Motion. Shape: Fire.
Power: 3 + Charisma modifier/day, may make melee attack against a target within 30'.
Law: Core: Life. Range: Fire. Shape: Earth.
Power: 3 + Charisma modifier/day, may also force a watched target within 10' to tell the truth on a failed Will save.
Glory: Core: Light. Range: Motion. Shape: Water.
Power: 3 + Charisma modifier/day,may describe a 20' circle around themselves. Outsiders cannot cross the circle. Anyone attempting to cast spells across the circle must make a Caster Level check against the Inquisitor or waste the Chi points.
Judgement: Starting at 1st level, an inquisitor can pronounce judgement upon her foes as a swift action. Starting when the judgement is made, the inquisitor receives a bonus or special ability based on the type of judgement made.
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,paralysed, 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 judgement to make. As a swift action, she can change this judgement to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Once made, this choice cannot be changed.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgement lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgement spurs the inquisitor to seek justice, granting a +1 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 judgement gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 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 +1 sacred bonus to Armour 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 +1 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 judgement makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five 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 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgement is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting: This judgement 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.
Stern Gaze: Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative: At level 2, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment: At level 2, an inquisitor may use Detect Evil at will.
Track: At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics: At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat-gained Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
Bane: At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses 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 the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.
Domain 2: At 7th level, the Inquisitor can choose an additional Domain, either from the 1st-level list or the one below.
If the Inquisitor chooses a 1st-level Domain they do not get the associated Power.
If the Inquisitor chooses a Domain from the list below, it must be one of the Domains belonging to the Hikai chosen by the Inquisitor during character generation.
Chaos : Core: Chaos ; Shape: Water ; Range: Wind
Darkness : Core: Phantasm ; Shape: Earth ; Range: Wind
Destruction : Core: Fire ; Shape: Gravity ; Range: Fire
Earth : Core: Earth ; Shape: Water ; Range: Wind
Fire : Core: Fire ; Shape: Wind ; Range: Motion
Healing : Core: Life ; Shape: Water ; Range: Fire
Knowledge : Core: Growth ; Shape: Motion ; Range: Motion
Light : Core: Light ; Shape: Wind ; Range: Wind
Luck : Core: Motion ; Shape: Chaos ; Range: Earth
Madness : Core: Fire ; Shape: Chaos ; Range: Chaos
Repose : Core: Light ; Shape: Earth ; Range: Matter
Strength : Core: Growth ; Shape: Water ; Range: Earth
Travel : Core: Wind ; Shape: Motion ; Range: Wind
Trickery : Core: Phantasm ; Shape: Water ; Range: Wind
Water : Core: Water ; Shape: Gravity ; Range: Motion
War : Core: Fire ; Shape: Fire ; Range: Wind
Second Judgement: At 8th level, whenever an inquisitor uses her judgement ability, she selects two different judgements, instead of one. This only consumes one use of her judgement ability. As a swift action, she can change one of these judgements to another type.
Stalwart: At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armour, medium armour, or no armour A helpless inquisitor does not gain the benefit of the stalwart ability.
Greater Bane: At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.
Domain 3: At level 13, the Inquisitor may choose a third set of Domain runes. The Domain can either be a 1st-level Domain (without the Power) or a 7th-level Domain belonging to the Hikai chosen by the Inquisitor.
Exploit Weakness: At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she 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. Creatures whose regeneration always functions are immune to this ability. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.
Third Judgement: At 16th level, whenever an inquisitor uses her judgement ability, she selects three different judgements, instead of just two. This only consumes one use of her judgement ability. As a swift action, the inquisitor can change one of these judgements to another type.
Slayer: At 17th level, an inquisitor learns to focus her judgement Whenever an inquisitor uses her judgement ability, she must select one type of judgement She is treated as she were 5 levels higher for the purposes of determining the bonus granted by this judgement Unlike other types of judgement, the one enhanced by this ability cannot be changed for the remainder of the judgement
True Judgement: At 20th level, an inquisitor can call true judgement down upon a foe during combat. Whenever an inquisitor uses her judgement ability, the inquisitor can invoke true judgement on a foe as a swift action. Once declared, the inquisitor 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 DC of this save is equal to 10 + 1/2 the inquisitor's level + the inquisitor's Wisdom modifier. Regardless of whether or not the save is made, the target creature is immune to the inquisitor's true judgement ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds.
Class Table
“Heresy! Everything is heresy!”
-Kusaka Nayuko, Senior Inquisitor for Heibesu City
Starting Wealth : 3d6 × 15 Koi. In addition, each character begins play with an outfit worth 20 Koi or less.
Lore : The Faith of the Void is sponsored by grim, determined individuals who devote their lives to ensuring their religion prevails. The Inquisitor roots out enemies of her faith, using trickery and guile when righteousness and purity is not enough. Although inquisitors are dedicated to the chantry, they are above many of their normal rules and conventions. They answer to doctrine and their own sense of justice alone, and are willing to take extreme measures to meet their goals. (More info on religion here).
Heretic religions include the Fellowship of Saiah, the Drow Cults, and cults focused on Oni.. Some Inquisitors may want to be more zealous in their action and persecute members of other faiths, even the protected Hikaito cult, but they are not backed by Imperial law...though some might argue that in religious matters, they make the law.
Restrictions : Must be part of the Faith of the Void (the official religion of Heibesu).
Hit Dice: d8
Class Skills : The inquisitor’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha),Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoning) (Int), Knowledge(nature) (Int), Knowledge (planes) (Int), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex),Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 6 + Int Modifier
Weapon and Armour Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favoured weapon of her deity. She is also proficient with light armour, medium armour, and shields (except tower shields).
Class Features : All of the following are class features of the Inquisitor class.
Spellcasting: All Inquisitors start with the ability to cast Runic spells. Unlike Wizards, they know a very limited number of runic spells, as determined by their Domain. An Inquisitor's Casting Attribute is Wisdom. They cast their spells with Runestones, and therefore are Arcane Magic casters.
Chi Points: An Inquisitor must spend an hour meditating each day to order their thoughts and prepare their mystical energies. At the end of this meditation period, they reset their Chi points to the value shown for their level on the table. They receive bonus chi points equal to their Intelligence Modifier multiplied by their Class Level.
Domain 1: At first level, the Inquisitor must choose their focus. Because their knowledge of spellcasting is derived from religious doctrine, they may not freely select runic components. Instead, they choose a Domain. Each Domain grants a free power that can be used once per day. It also grants one spell that can be cast anytime, provided the Inquisitor has enough Runestones and CP to cast the spell.
Inquisitors can choose from any of the following Domains as they are Chantry domains.
Greed : Core: Growth. Range: Earth. Shape: Water.
Power: Spellcraft check to divert spell effects to the Inquisitor instead of their original in-range target.
Magic: Core: Negate. Range: Motion. Shape: Fire.
Power: 3 + Charisma modifier/day, may make melee attack against a target within 30'.
Law: Core: Life. Range: Fire. Shape: Earth.
Power: 3 + Charisma modifier/day, may also force a watched target within 10' to tell the truth on a failed Will save.
Glory: Core: Light. Range: Motion. Shape: Water.
Power: 3 + Charisma modifier/day,may describe a 20' circle around themselves. Outsiders cannot cross the circle. Anyone attempting to cast spells across the circle must make a Caster Level check against the Inquisitor or waste the Chi points.
Judgement: Starting at 1st level, an inquisitor can pronounce judgement upon her foes as a swift action. Starting when the judgement is made, the inquisitor receives a bonus or special ability based on the type of judgement made.
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,paralysed, 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 judgement to make. As a swift action, she can change this judgement to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Once made, this choice cannot be changed.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgement lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgement spurs the inquisitor to seek justice, granting a +1 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 judgement gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 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 +1 sacred bonus to Armour 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 +1 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 judgement makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five 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 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgement is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting: This judgement 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.
Stern Gaze: Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative: At level 2, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment: At level 2, an inquisitor may use Detect Evil at will.
Track: At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics: At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat-gained Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
Bane: At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses 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 the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.
Domain 2: At 7th level, the Inquisitor can choose an additional Domain, either from the 1st-level list or the one below.
If the Inquisitor chooses a 1st-level Domain they do not get the associated Power.
If the Inquisitor chooses a Domain from the list below, it must be one of the Domains belonging to the Hikai chosen by the Inquisitor during character generation.
Chaos : Core: Chaos ; Shape: Water ; Range: Wind
Darkness : Core: Phantasm ; Shape: Earth ; Range: Wind
Destruction : Core: Fire ; Shape: Gravity ; Range: Fire
Earth : Core: Earth ; Shape: Water ; Range: Wind
Fire : Core: Fire ; Shape: Wind ; Range: Motion
Healing : Core: Life ; Shape: Water ; Range: Fire
Knowledge : Core: Growth ; Shape: Motion ; Range: Motion
Light : Core: Light ; Shape: Wind ; Range: Wind
Luck : Core: Motion ; Shape: Chaos ; Range: Earth
Madness : Core: Fire ; Shape: Chaos ; Range: Chaos
Repose : Core: Light ; Shape: Earth ; Range: Matter
Strength : Core: Growth ; Shape: Water ; Range: Earth
Travel : Core: Wind ; Shape: Motion ; Range: Wind
Trickery : Core: Phantasm ; Shape: Water ; Range: Wind
Water : Core: Water ; Shape: Gravity ; Range: Motion
War : Core: Fire ; Shape: Fire ; Range: Wind
Second Judgement: At 8th level, whenever an inquisitor uses her judgement ability, she selects two different judgements, instead of one. This only consumes one use of her judgement ability. As a swift action, she can change one of these judgements to another type.
Stalwart: At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armour, medium armour, or no armour A helpless inquisitor does not gain the benefit of the stalwart ability.
Greater Bane: At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.
Domain 3: At level 13, the Inquisitor may choose a third set of Domain runes. The Domain can either be a 1st-level Domain (without the Power) or a 7th-level Domain belonging to the Hikai chosen by the Inquisitor.
Exploit Weakness: At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she 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. Creatures whose regeneration always functions are immune to this ability. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.
Third Judgement: At 16th level, whenever an inquisitor uses her judgement ability, she selects three different judgements, instead of just two. This only consumes one use of her judgement ability. As a swift action, the inquisitor can change one of these judgements to another type.
Slayer: At 17th level, an inquisitor learns to focus her judgement Whenever an inquisitor uses her judgement ability, she must select one type of judgement She is treated as she were 5 levels higher for the purposes of determining the bonus granted by this judgement Unlike other types of judgement, the one enhanced by this ability cannot be changed for the remainder of the judgement
True Judgement: At 20th level, an inquisitor can call true judgement down upon a foe during combat. Whenever an inquisitor uses her judgement ability, the inquisitor can invoke true judgement on a foe as a swift action. Once declared, the inquisitor 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 DC of this save is equal to 10 + 1/2 the inquisitor's level + the inquisitor's Wisdom modifier. Regardless of whether or not the save is made, the target creature is immune to the inquisitor's true judgement ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds.
Class Table
Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 |
Base Attack Bonus
+0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 |
Fort Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 |
Ref Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 |
Will Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 |
Base CP
3 6 12 24 31 39 48 58 69 82 95 119 134 150 177 195 214 234 255 275 |
Abilities
Spellcasting, Domain 1, Judgement 1/day, Monster Lore, Stern Gaze Cunning Initiative, Detect Alignment, Track Solo Tactics, Teamwork Feat Judgement 2/day Bane Teamwork Feat Domain 2, Judgement 3/day Second Judgement Teamwork Feat Judgement 4/day Stalwart Greater Bane, Teamwork Feat Domain 3, Judgement 5/day Exploit Weakness Teamwork Feat Judgement 6/day, Third Judgement Slayer Teamwork Feat Judgement 7/day True Judgement |