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Inquisitor
Amongst the small but zealous priesthood of the Conorrian god of Justice, Agaleus, there is a small body of priests whose sole job is to root out lawlessness where the recognized authorities cannot or will not.  These are the Inquisitors.

Unsanctioned by the temporal authorities, they nonetheless ruthlessly pursue crime, corruption and treason with that single-mindedness that is their hallmark and which strikes fear into the hearts of even the boldest criminals. 

Hit Die:d8

Requirements:

Alignment: Any lawful
Base Attack Bonus: +3
Knowledge: Law: 5 ranks
Knowlege: Religion: 8 ranks
Special: Member of the Church of Agaleus

Class Skills:

The skills of the Inquisitor (and the key ability for each skill) are: Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Innuendo (Wis), Intimidate (Cha),  Knowledge (religion)(Int), Knowledge (Law)(Int), Knowledge (Arcana)(Int), Listen (Wis), Sense Motive (Wis) and Spot (Wis).

Skill points at each level: 2+Int modifier.

Class Features:

All of the following are class features of the Inquisitor prestige class:

Weapon and Armor: Inquisitors are proficient with all simple weapons and all armor and shields.  In addition, Inquisitors are proficient with the longsword.

Spells per Day: An Inquisitor advances in spell casting ability as well as learning the skills of investigation and pursuit of the Church's enemies.  Thus, when a new Inquisitor level is gained, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before becoming an Inquisitor.  He does not, however, gain any other benefit a character of that class would have gained, such as an improved chance to turn undead.

Strength of Agaleus: An Inquisitor is immune to fear, whether magical or otherwise.

Holy Insight: An inquisitor is a master at ferreting out information.  At 2nd level, he gains a +2 circumstance bonus to Gather Information and Sense Motive checks. This bonus increases to +4 at 8th level.

Voice of Authority: At 3rd level, the Inquisitor can channel the energy of Agaleus to become very persuasive.  By expending a Turn Undead attempt, the Inquisitor is able to cast a Charm Person spell as a standard action.  The DC of the saving throw is 13 plus the Inquisitor's Charisma Modifier.

Dread Aura: At 4th level, the mere presence of an Inquisitor is unsettling to his enemies.  All those within 30 feet of the Inquisitor suffer a -4 morale penalty to fear effects, and those with fewer hit dice than the Inquisitor must make a Will save if he attacks or become shaken for 2d6 rounds.  The DC of this save is (10 + ½ the Inquisitor's class level + Charisma modifier).

Eye of Judgment: At 5th level, the Inquisitor can channel the energy of Agaleus to inspire fear in the guilty.  By expending a Turn Undead attempt, the Inquisitor is able to gaze into another individual's eyes and cause them to cower in fear for 1d3 rounds.  To avoid this, the individual confronted must make a Will save with a DC of (10 + the Inquisitor's class level + Charisma modifier). Followers of the Conorrian gods are immune to this effect so long as they are not guilty of any crime.

True Seeing: At 6th level, once per day, the Inquisitor is able to see as if under the effect of a True Seeing spell cast by a cleric of his level. 

Words of Confession: at 7th level, the Inquisitor is able to instill fear and doubt into the minds of the guilty with a few minutes of well-chosen words.  The Inquisitor must be able to converse with the subject in a mutually intelligible language for at least five minutes.  At the end of this time, the subject must make a Will saving throw (DC 10 + the Inquisitor's Wisdom modifier + class level) or confess to their most recent crime.  If more than one crime was committed at the same time, the subject will confess to all of the related crimes. No individual may be the subject of this ability more than once per week.

Paralyzing Touch: Beginning at 9th level, a creature touched by an Inquisitor must make a Fortitude save (DC 10 + ½ the Inquisitor's class level + Charisma modifier) or be paralyzed for 2d6 rounds. An Inquisitor may use this ability a number of times per day equal to 1 + Charisma modifier and must make a melee touch attack to invoke this ability.  A successful saving throw does not grant any immunity to further such attacks.

Paralyzing Gaze: At 10th level, the Inquisitor can channel the energy of Agaleus to inspire terror in the guilty.  By expending a Turn Undead attempt, the Inquisitor causes his eyes to glow with holy fervor, giving him the ability to paralyze another individual within 40 feet who fail a Fortitude save (DC 10 + ½ the Inquisitor's class level + Charisma modifier). IF the victim fails its saving throw, it is paralyzed for 2d6 rounds.  If it succeeds, it is forever immune to the gaze of that particular Inquisitor.  The Inquisitor may use this ability no more than once per day per Charisma bonus, regardless of how many channeling attempts he may have available.

 

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells Per Day
1st +0 +2 +0 +2 Strength of Agaleus +1 level of existing class
2nd +1 +3 +0 +3 Holy Insight+2 +1 level of existing class
3rd +2 +3 +1 +3 Voice of Authority +1 level of existing class
4th +3 +4 +1 +4 Dread Aura +1 level of existing class
5th +3 +4 +1 +4 Eye of Judgment +1 level of existing class
6th +4 +5 +2 +5 True Seeing 1/day +1 level of existing class
7th +5 +5 +2 +5 Words of Confession  +1 level of existing class
8th +6 +6 +2 +6 Holy Insight +4 +1 level of existing class
9th +6 +6 +3 +6 Paralyzing Touch +1 level of existing class
10th +7 +7 +3 +7 Paralyzing Gaze +1 level of existing class

 

 
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