| 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 |
|