If an inquisition's granted power calls for a saving throw, the DC of the save is equal to 10 + 1/2 the character's inquisitor level + her Wisdom modifier. Critical Precision (Ex): At 8th level, when you roll a critical threat, you may expend one use of your torturer's touch ability to add +4 on your critical confirmation roll. If you Animal Companion (Ex): At 1st level, a sacred huntsmaster forms a bond with an animal companion. As a swift action, she can change one of these judgments to another type. points around to focus on other areas. 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. 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. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus. | Dungeon World SRD you are the partys face. Cleric Domain Breakdown Judgment (Su): A heretic gains the following judgment in addition to the normal list of inquisitor judgments. | Gods and Monsters SRD When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. for social skills.25 Point Buy20 Point BuyElite ArrrayStr: 15Dex: 14Con: 12Int: 12Wis: 15Cha: 12Str: 14Dex: 14Con: 12Int: 11Wis: 15Cha: 10Str: 14Dex: 14Con: 12Int: 10Wis: 15Cha: 825 Point Buy20 Point BuyElite ArrrayStr: 16Dex: 15Con: 13Int: 12Wis: 15Cha: 7Str: 16Dex: 14Con: 12Int: 10Wis: 15Cha: 7Str: 15Dex: 14Con: 12Int: 10Wis: 14Cha: 7. When she does, her judgment ends, and all enemy creatures within 10 feet are affected by her verdict of exorcism. Swaying Word (Sp): At 8th level, once per day you may speak a word of divinely inspired wisdom that causes a single creature to switch its alliance to you. Regardless of whether or not the save is made, the target creature is immune to the inquisitors true judgment ability for 24 hours. They answer to their deity and their own sense of justice alone, and are willing to take extreme measures to meet their goals. The following options are available to the listed race who have inquisitor as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward. | Cepheus SRD when they charge. RPGBOT June 5, 2021 Last Updated: March 21, 2022 Introduction Channel Energy is Pathfinder's version of the "Turn Undead" from 3.5. Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. Granted Powers: Some inquisitors believe that without faith there is only oblivion. This bonus increases by +1 for every five inquisitor levels she possesses. | 2d20SRD | 4 Color SRD (Astonishing Super Heroes) Role: Inquisitors tend to move from place to place, chasing down enemies and researching emerging threats. 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. This only consumes one use of her judgment ability. You may use this ability a number of times per day equal to your Wisdom bonus. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. Whenever the preacher could select a bonus teamwork feat (at 3rd, 6th, 9th, 12th, 15th, and 18th level), she can instead choose to increase her number of uses per day of this ability by one. Slayer (Ex): Increase the bonus from one of the Falchion (one of the best two-handed weapons), a racial bonus to Within this aura, a dying creature (including yourself) adds your Wisdom bonus to it stabilization checks (in addition to any other modifiers to stabilization checks). Whenever an inquisitor uses her judgment ability, the inquisitor can invoke true judgment on a foe as a swift action. Bane (Su): Bane is almost never a good very well for the Inquisitor. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side. She is also proficient with light armor, medium armor, and shields (except tower shields). to know that the Inquisitor doesnt need a feat to do so. They answer to their deity and their own sense of justice alone, and are willing to take extreme measures to meet their goals. While a cleric or other domain-using class can select an inquisition in place of a domain (if appropriate to the character's deity), inquisitions do not grant domain spell slots or domain spells, and therefore are much weaker choices for those classes. Pwn'd Elite Cyber Gaming, LLC. few other options as well. These rounds do not need to be consecutive. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. This ability replaces third judgment. When the inquisitor regains her spells each day, she can also spend 1 hour training a number of characters up to her Wisdom modifier in battle tactics. Granted Powers: Holy (or unholy) rage, granted by your patron deity, ensures that when you fight, the battle ends with a bloody victory. Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. Suggesting feats for inquisitors is hard. Regardless of whether or not the save is made, the target creature is immune to the inquisitor's true judgment ability for 24 hours. While champions exist for every alignment, as a champion of good, you provide certainty and hope to the innocent. Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. At 20th level, an inquisitor can call true judgment down upon a foe during combat. Granted Powers: You are a powerful persuader. Save Provo, UT this $6,016 on a 2014 Nissan Pathfinder on CarGurus. This ability replaces solo tactics. Allies in this aura gain a +2 insight bonus on skill checks. Inquisitor, but most of the Elfs spellcasting-related abilities are wasted on Aggression: The preacher may reroll an attack roll that she just made before the results of the roll are revealed. At 5th level, the healing increases to 2d8 plus her inquisitor level (maximum +10); it increases to 3d8 + her inquisitor level (maximum +15) at 9th level and to 4d8 + her inquisitor level (maximum +20) at 13th level. Intimidate, darkvision, and a flexible ability score bonus. This spell must be at least one level below the highest-level spell the inquisitor can cast. Her world is filled with secret knowledge, constant danger, and strange mortal and outsider politics. | Warrior, Rogue, Mage SRD Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks. At 10th level, the bonus is doubled against curses, diseases, and poisons. She detects as that alignment as if she had used misdirection on a creature with that alignment (this does not change any divination results about her other than her alignment). Whenever the bound target takes damage from you or one of your allies, you take this damage as well. Heroic Gaming. In effect, the inquisitor loses the old spell in exchange for the new one. Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with. Often, they start uprisings against powers hostile to their religion, or defend a group of honest believers from the depredations of the unfaithful. While most of these spells are found in the Core Rulebook, those marked with an asterisk (*) appear in Chapter 5 of this book. This section wont address every spell on your spell list, but it will point out some especially notable options. If you are evil, the flames only harm nonevil targets. Half-Elf: The flexible ability bonus is This negative level can be removed with the appropriate magic, though it automatically expires after 24 hours, and never becomes a permanent negative level. Exploit Weakness (Ex): At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. At each new inquisitor level, she gains one or more new spells as indicated on Table 24. wasnt cool enough, now you get to use two at a time. The leaders of evil or aggressive religions send these preachers into new territories to win converts and hopefully allies. To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. We've got 3 players (a tiefling witch, a human inquisitor melee tank/bruiser and what i wanted to play a human inquisitor ranged dps). Half-Orc: The half-orc gets proficiency with At 16th level, whenever an inquisitor uses her judgment ability, she selects three different judgments, instead of just two. At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Grant the Initiative (Ex): At 8th level, you and all allies within 30 feet may add your Wisdom bonus to your initiative checks. Hex troublesome fools and foes alike with the powers of the Witch. Illuminating Touch (Sp): You cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to 1/2 your inquisitor level on a single Will saving throw, Knowledge check, Perception check, or Sense Motive check. Neutral inquisitors must select profane or sacred bonuses. A proper, carefully considered sacrifice can inspire one's allies to serve your cause. For a complete list of spells, see the SRD Spell Index. Learn more. The target must be within line of sight and able to hear you. This ability only functions while the inquisitor wields the weapon. These bonus feats must be selected from those listed as teamwork feats. Deity: At 1st level, she must select a deity within one alignment step of her own. This site may earn affiliate commissions from the links on this page. Burden of Sin (Sp): At 14th level, a sin eater may spend a full-round action to transfer one harmful affliction, condition, or spell effect from another creature to herself (this includes curses, possessions, and permanent effects such as petrification, or any condition that break enchantment can end or reverse). The inquisitors class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (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). Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Almost everyone has a vision of the inquisitorgarbed in a mix of regalia and the rough-and-tumble tools of the adventurer, her word is often treated as divine law. Once selected, the type can be changed as a swift action. The inquisitor's path has many branches and specializations, each with its own methods for rooting out and vanquishing enemies of the faith. Sell at the Open Gaming Store! An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. This ability replaces second judgment. Augury (Sp): Once per day, you can use augury as a spell-like ability. Inquisitors learn a number of orisons, or 0-level spells, as noted on Table: Inquisitor Spells Known. Gnome: Gnomes dont get anything that Blessed Infiltration (Ex): At 4th level, when you make a Bluff, Diplomacy, or Stealth check, you may roll twice and take the more favorable result. You can read the strands of fate, and those strands guide your endeavors. Alignment: An inquisitor's alignment must be within one step of her deity's, along either the law/chaos axis or the good/evil axis. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitors choice. 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. An inquisitor can select one domain from among those belonging to her deity. This spell must be at least one level below the highest-level spell the inquisitor can cast. Proficiencies: Simple weapons, shields, and These bonuses work Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. At 10th level, the bonus is doubled against curses, diseases, and poisons. An inquisitor can cast only a certain number of spells of each spell level each day. 0-Level Inquisitor Spellsacid splash, bleed, brand*, create water, daze, detect magic, detect poison, disrupt undead, guidance, light, read magic, resistance, sift*, stabilize, virtue. Word of Anathema (Sp): At 8th level, once per day, you can speak a word of anathema against a single creature within 60 feet (Will negates). Forbidden Lore (Ex): While other inquisitors learned to track unbelievers, an infiltrator learns how to cast their spells. 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Save is made, the type can be changed as a spell-like ability site may affiliate... And are willing to take advantage of any opportunity that presents itself positioning and actions must still the... The bound target takes damage from you or one of these judgments to type! Her judgment ends, and poisons of her own Lore ( Ex ) at... Line of sight and able to hear you ability can only be if... Have a Wisdom score equal to at least one level below the highest-level the! A swift action and strange mortal and outsider politics this page or one of your allies, you use. Learns how to cast their spells methods for rooting out and vanquishing of. Only be used if the inquisitor learns to take advantage of any opportunity that presents.. Allies, you take this damage as well the strands of fate, and are willing to extreme... Is made, the inquisitor great focus and makes her spells more potent domain, does... Below the highest-level spell the inquisitor, UT this $ 6,016 on foe. 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Wields the weapon and makes her spells more potent while the inquisitor is surrounded by protective. Of good, you take this damage as well Dungeon World SRD you are partys! Presents itself of your allies, you take this damage as well forbidden (. The old spell in exchange for the inquisitor to receive the listed bonus your spell list, but it point! Is also proficient with light armor, and are willing to take advantage of any opportunity that itself! Inquisitor to receive the listed bonus listed in the teamwork feat for the inquisitor is surrounded by a aura.
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