Inquisitors are sometimes described as men and women who take on jobs no one else can. They may take on the roles of hunter, stealth expert, investigator, informant...or the angered force of their deity's will. An inquisitor in the field is as a honed knife--once they have recognized their prey, inquisitors are capable of zeroing in with a ferocious tenacity upon its weakness, and it is said no untruth escapes their gaze. Likewise, their discernment for truth and variety of skills make them valuable investigators and allies.
While dedicated to a focus, inquisitors upon Ea may not be said to be any one thing or definition. The dogma of each faith is wide for a reason, and allows many paths. As servants of their faith, some are martial while others rely on guile and less conventional means.
Inquisitors are dedicated to their temples, and their work often demands a degree of subtlety or wisdom, or at least the ability to work with and support their allies. Many look to other members of their faith, such as clerics, paladins, or rangers and monks (such as in the case of Gilead or Vardama). In these areas, they often find allies, even if these allies have a different method of approach. All of these classes fulfill different, yet interlocking roles. For example, clerics for their wisdom and guidance. (This is a minor update to the class, as the lone wolf archetype does not work within a MU, and a lone wolf who discards his or her allies is left with no support.)
For more hunter-type inquisitors, the enemies of a faith may vary. For Altheans, for example, this may be working alongside paladins to investigate oppressors of the weak or brigades who raze homes and farmsteads. An inquisitor of Angoron might take the fight against slavery in Veyshan, or even a local bully who was abusing his strength. The dogma of each deity is deliberately wide enough to encompass a variety of concepts.
Inquisitors in Ea are required to select a deity, and may also possess a code of conduct of some kind. Despite working alongside them, inquisitors are not considered paladins.
- 1 Inquisitors
- 2 Class Features
- 2.1 Judgments
- 2.2 Domains and Inquisitions
- 2.2.1 Anger Inquisition
- 2.2.2 Banishment Inquisition
- 2.2.3 Conversion Inquisition
- 2.2.4 Fate Inquisition
- 2.2.5 Fervor Inquisition
- 2.2.6 Final Rest Inquisition
- 2.2.7 Heresy Inquisition
- 2.2.8 Imprisonment Inquisition
- 2.2.9 Illumination Inquisition
- 2.2.10 Oblivion Inquisition
- 2.2.11 Order Inquisition
- 2.2.12 Persistence Inquisition
- 2.2.13 Possession Inquisition
- 2.2.14 Recovery Inquisition
- 2.2.15 Spellkiller Inquisition
- 2.2.16 Tactics Inquisition
- 2.2.17 True Death Inquisition
- 2.2.18 Truth Inquisition
- 2.2.19 Valor Inquisition
- 2.2.20 Vengeance Inquisition
- 2.2.21 Zeal Inquisition
- 3 Ex-Inquisitors
- 4 Extras
- 5 Starting Kits
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.
Hit Dice: d8.
Class Skills: Bluff (Cha), Athletics (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), Knowledge (military theory) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis).
Skill Ranks per Level: 6 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spells per Day|
|1st||+0||+2||+0||+2||Domain, judgment 1/day, monster lore, orisons, stern gaze||1||—||—||—||—||—|
|2nd||+1||+3||+0||+3||Cunning initiative, detect alignment, track||2||—||—||—||—||—|
|3rd||+2||+3||+1||+3||Solo tactics, teamwork feat||3||—||—||—||—||—|
|5th||+3||+4||+1||+4||Bane, discern lies||4||2||—||—||—||—|
|12th||+9/+4||+8||+4||+8||Greater bane, teamwork feat||5||5||4||3||—||—|
|16th||+12/+7/+2||+10||+5||+10||Judgment 6/day, third judgment||5||5||5||4||3||1|
Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).
Spells: An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell's level.
To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor's spell is 10 + the spell level + the inquisitor's Wisdom modifier.
An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
An inquisitor's selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor's choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)
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. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
|Inquisitor Spells Known|
Domain or Inquisition: Like a cleric's deity, an inquisitor's deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain.
Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.
An inquisitor may select an inquisition in place of a domain, and vice versa.
Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment 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, 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.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Monster Lore (Ex): 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.
Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.
Stern Gaze (Ex): 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 (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics (Ex): 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 (Su): 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.
Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
Second Judgment (Ex): At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.
Stalwart (Ex): 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 armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.
Greater Bane (Su): 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.
Exploit Weakness (Ex): 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 Judgment (Ex): At 16th level, whenever an inquisitor uses her judgment ability, she selects three different judgments, instead of just two. This only consumes one use of her judgment ability. As a swift action, the inquisitor can change one of these judgments to another type.
Slayer (Ex): At 17th level, an inquisitor learns to focus her judgment. Whenever an inquisitor uses her judgment ability, she must select one type of judgment. She is treated as if she were 5 levels higher for the purposes of determining the bonus granted by the judgment. Unlike other types of judgment, the one enhanced by this ability cannot be changed for the remainder of the judgment
True Judgment (Su): At 20th level, an inquisitor can call true judgment down upon a foe during combat. Whenever an inquisitor uses her judgment ability, the inquisitor can invoke true judgment 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 judgment ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds.
Chaotic, Evil, Good, and Lawful Spells: An inquisitor can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good and lawful descriptors in their spell descriptions.
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 judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgment 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 judgment 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 Armor 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 judgment 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 judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting: This judgment 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).
Domains and Inquisitions
Inquisitors, or other domain-using classes, may select an inquisition in place of a domain. Like domains, inquisitions grant abilities at the levels listed and different deities may offer different options. However, unlike domains, they do not grant domain spells. Since Inquisitors most often take Inquisitions, these are listed on the Inquisitor page. Domains may be found on the cleric page. Which deities grant which inquisition or domain may be found on the deity page.
Holy (or unholy) rage, granted by your patron deity, ensures that when you fight, the battle ends with a bloody victory.
- Hateful Retort (Ex): Once per day, as an immediate action after you have been hit with a melee attack, you can make a melee attack against the creature that hit you. This melee attack is at your highest attack bonus, even if you've already attacked in the round.
- Divine Anger (Ex): At 6th level, you gain the ability to rage like a barbarian. Your effective barbarian level for this ability is your inquisitor level – 3. If you have levels in barbarian, these levels stack when determining the effect of your rage. You do not gain any rage powers from this granted power, though if you have rage powers from another class, you may use them with these rages. You can rage a number of rounds per day equal to your Wisdom bonus, plus 1 round for every inquisitor level above 4th.
Your devotion to your deity is matched only by your hatred for fiends. You know the rites to cast evil outsiders back to the realms from which they hail.
- Righteous Awe (Su): Whenever you make an unarmed touch attack against an evil creature, it must succeed at a Will save (DC 10 + 1/2 your inquisitor level + your Wisdom modifier) or become shaken for 1d4 rounds. If the creature touched is an evil outsider, it becomes frightened instead of shaken. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
- Dismissive Touch (Sp): At 8th level, you can cast dismissal once per day as a spell-like ability (caster level equal to your inquisitor level) upon making a successful unarmed touch attack against an evil outsider. The DC to save against this ability increases by 2.
You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
- Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.
- 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. The target must be within line of sight and able to hear you. If he fails his Will save, he is affected by dominate person, except the duration is only 1 minute.
Fate is a powerful tool for those who dole out justice for their deity. You can read the strands of fate, and those strands guide your endeavors.
- Augury (Sp): Once per day, you can use augury as a spell-like ability.
- Agent of Fate (Su): At 8th level, when you use your augury spell-like ability, you gain a benefit that lasts until the end of your next combat. If the result was “weal,” all curing effects used on you cure an additional +1d10 hit points. If the result was “woe,” your melee attacks deal an additional +1d6 points of damage. If the result is “weal and woe” or “nothing,” you gain a +2 insight bonus to your Armor Class.
- Tenebrae Edit: During a scene, a DM may decide to roll a 1d2 as to which ability comes into effect.
Only a passionate and righteous will such as yours can ensure that justice will be properly done.
- Fire of Belief (Sp): You can unleash a gout of holy or unholy flame that sears one target within 30 feet as a ranged touch attack. The target takes 1d6 points of fire damage plus half your inquisitor level (minimum +1). If you are good, the flames only harm nongood targets. If you are evil, the flames only harm nonevil targets. If you are neither good nor evil, when you gain this ability you must decide whether the flames harm only nongood or nonevil targets; once you make this decision, it cannot be changed (though if your alignment changes, the effect of the flames changes appropriately). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
- Fervent Action (Ex): At 8th level, once per day as a swift action, you can make a single melee attack at your highest attack bonus, move up to your speed, or cast a prepared inquisitor spell (of a spell level up to one lower than the highest level spell you can cast) as per Quickened Spell.
Final Rest Inquisition
The dead have paid their dues; there is no need, and no excuse, for them to walk. You protect their rest personally.
- Disrupt Animation (Sp): You can use disrupt undead as a spell-like ability, adding your Wisdom modifier to the damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
- Unravel Animation (Su): At 8th level, when you activate your bane ability with undead as the creature type, you can choose for your weapon to instead gain the disruption weapon special ability. The DC to resist this effect is equal to 10 + 1/2 your inquisitor level + your Wisdom modifier.
Often it is hard to tell heretics from the faithful. You use duplicity, stealth, and the heretics' own arguments to root them out and bring them to justice.
- Righteous Infiltration (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff and Intimidate checks.
- 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 use this ability a number of times per day equal to your Wisdom bonus.
- 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). This acts as bestow curse and lasts for 1 minute, giving the target a –4 penalty on attack rolls, saves, ability checks, and skill checks.
Sometimes it is better to capture foes than to kill them—whether your intention is to punish them for their crimes or to torture them for information.
- Caging Strike (Su): With a devastating weapon strike, spectral chains wrap around your target for a short period of time. Whenever you confirm a critical hit with a melee or ranged weapon attack (including spells that require attack rolls), you can choose to also entangle that target for 1d4 rounds (Fortitude negates). You may use this ability a number of times per day equal to 3 + your Wisdom modifier.
- Divine Prison: At 8th level, once per day upon making a successful melee attack, you can affect your target with hold monster (Will negates).
Many times an inquisitor's greatest weapon is pure and unflinching illumination; errors are often illuminated by light and wisdom.
- 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. This ability lasts for 1 hour or until the creature chooses to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
- Aura of Enlightenment (Su): At 4th level, you can create a 30-foot-radius aura of normal light. Allies in this aura gain a +2 insight bonus on skill checks. This counts as a 2nd-level light effect for the purpose of countering or dispelling darkness effects. You can use this aura for a number of rounds per day equal to your inquisitor level. These rounds do not need to be consecutive.
Also known as the "Void Inquisition." At the end of existence stands the void and darkness. Some inquisitors know enough of it to fight it, or use it as a weapon.
- Life Anchor (Su): You gain a 10-foot-radius aura that helps dying creatures cling to life. 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).
- Stare of Oblivion (Sp): At 8th level, you can use feeblemind as a gaze attack against one creature (Will negates). This effect lasts 1d4 rounds. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.
Most inquisitors fight insane aberrations and demonic creatures as well as the chaos of heresy. They use the dictum and the mantles of law in order to aid their struggle.
- Mantle against Chaos (Sp): You can use protection from chaos on yourself or another creature as a spell-like ability. You can use this ability for a number of minutes per day equal to your inquisitor level (minimum 1). This duration does not need to be consecutive, but it must be used in 1 minute increments.
- Commanding Order (Sp): At 8th level, you can use greater command, except it only affects a single target. You can use this ability a number of times per day equal to 3 + your Wisdom bonus.
Your deity chose you for your persistence. You have vowed to pursue the enemies of the faith to the world's end if necessary. You receive Step Up as a bonus feat.
- Relentless Footing (Ex): As a swift action, you can add 10 feet to your land speed. This increase counts as an enhancement bonus, and it affects your jumping distance as normal for increased speed. You can use this ability a number of times per day equal to 3 + your Wisdom bonus (minimum 1).
- Inner Strength (Su): At 6th level, once per day, you may heal yourself as a swift action, healing 1d6 hit points for every two inquisitor levels you possess. When you use this ability, you can also remove one of the following conditions from yourself: blinded, confused, dazzled, deafened, frightened, nauseated, shaken, sickened, or staggered.
You can invade the bodies of lesser beings and command them to bend to your will.
- Self-Control (Ex): You possess remarkable control over your own body, and gain a +2 competence bonus on saving throws made against enchantment spells of the charm or compulsion subschool.
- Beast Ride (Su): At 4th level, once per day as a standard action, you can vacate your body and inhabit that of any creature belonging to the animal type within 30 feet for a number of rounds up to your inquisitor level. While you are possessing an animal in this way, your own body becomes helpless and unaware. You can travel any distance from your body so long as you remain on the same plane, and can return to your own body as a free action at any time. If the animal or your body takes damage, or you attempt to make the animal attack or do anything out of character, the effect immediately ends and you return to your own body.
- Body Snatch (Sp): At 10th level, once per day as an immediate action upon falling unconscious because of dropping below 0 hit points, you can cast your soul from your body and attempt to occupy the body of another creature within 30 feet. This ability otherwise functions identically to magic jar except that your actual body serves as the receptacle and you suppress the consciousness of your target rather than casting it out. Your body continues to bleed as normal unless it is somehow stabilized, and if its hit points drop to a negative number equal to your Constitution score, the magic jar effect prematurely ends and you die as normal.
Some hunt down secrets, but you focus on the search for more tangible items.
- Focused Search (Ex): Once per day, you may designate a person or object as your focus. This takes 1 minute of concentration, during which time you must either picture this item or person if familiar to you, or meditate on the item's or person's description if not. Until you choose a new focus, you gain a bonus equal to half your inquisitor level on Perception checks to see or hear your focus, or when using Survival to track your focus or a creature with your focus in its possession. This bonus stacks with that gained from the track special ability.
- Locate Focus (Sp): At 8th level, once per day you may use either locate creature or locate object as a spell-like ability using your current focus as the target. The range of this effect is 1 mile per level.
Some inquisitor domains are not the domains of their faith but are movements within a number of faiths. Many religious individuals and orders find themselves in conflict with the users of arcane magic, and have created inquisitions and training regimens expressly to fight arcane spellcasters.
- You gain the Disruptive feat as a bonus feat (even if you do not meet the prerequisites).
- When you defeat an enemy (whether by reducing it to 0 or fewer hit points, taking the enemy captive, or accepting a truce), you gain a +2 sacred or profane bonus to AC for 1 minute per level. You gain a sacred bonus if you are good, profane if you are evil; if you are neutral, you choose either sacred or profane when you select this inquisition. After you choose which type of bonus you gain, you cannot change the bonus type.
- When you hit a creature with levels of alchemist or any arcane spellcasting class, or that uses spell-like abilities, you can end this effect to stagger that creature. The creature gets a Fortitude saving throw against this effect on each of its turns (including the turn in which it gained the effect). A successful save ends the staggered condition.
It is the cold and tactical mind that often wins the day. A proper, carefully considered sacrifice can inspire one's allies to serve your cause.
- Inquisitor's Direction (Su): At the start of your turn, you can choose to enter a tranquil, reflective state and forgo all actions (standard, move, swift, immediate, and free actions, including attacks of opportunity) for that round; one ally of your choice within 30 feet gains the benefit of haste for 1 round. You can use this ability a number of times per day equal to your 3 + Wisdom bonus (minimum 1).
- Grant the Initiative (Ex): At 8th level, you and all allies within 30 feet may add your Wisdom bonus to your initiative checks.
True Death Inquisition
You see undead as a perversion of the natural order, a misuse of magic, or an unjust enslavement of a departed spirit's body, and are sworn to destroying such beings.
- Back to the Grave (Su): When you cast cure spells (any spells with “cure” in their name) to deal damage to undead creatures, you add +2 points of damage per caster level instead of +1 point of damage per caster level. The maximum damage for each spell remains unchanged.
- Hallowed Rite (Su): At 8th level, you gain the ability to conduct a sacred funeral rite. This rite takes 1 day, during which you perform the necessary chants and prayers and burn incense. At the end of the rite you must oversee the burial of the corpse. The burial must take place within 24 hours of the preparation or the ritual fails. Once the body is interred, it cannot be turned into an undead creature, as if it were under the effect of a hallow spell (caster level equal to your inquisitor level).
To find truth, one has to wring honesty from others—whether in a friendly or hostile manner.
- Justice's True Path (Sp): As a standard action, you can touch a creature, granting an insight bonus on one attack roll, skill check, ability check, or saving throw before your next turn; this bonus is equal to half your inquisitor level (minimum 1) and lasts for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
- Grasp of Honesty (Su): At 8th level, any creature you are grappling or pinning is affected by zone of truth (Will negates). Outside of combat, you may use this ability by touching a target with both hands. You can use this ability a number of rounds per day equal to your inquisitor level. These rounds do not need to be consecutive. The effect ends if you stop grappling, pinning, or touching the target.
It takes courage to confront the enemies of your faith.
- Touch of Resolve (Sp): You may use remove fear on a single creature a number of times per day equal to your 3 + your Wisdom bonus.
- Fearless (Su): At 8th level, you become immune to fear.
Vengeance is justice naked of pretense. On your oath, you will deliver justice so unbounded.
- Divine Retribution (Sp): As a standard action, you can point at one creature within 30 feet to indicate that it is the target of divine wrath. A mishap or an accident appropriate to the environment occurs, such as a branch falling on the creature, rocks falling from the ceiling, or some other nonmagical misfortune; regardless of the cause, the mishap deals 1d6 points of damage + 1 point for every two inquisitor levels you possess (Reflex half). The GM decides whether this damage is bludgeoning, piercing, or slashing damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
- Final Vengeance (Su): At 8th level, once per day, you can make one melee attack against an opponent within reach in response to an attack that would reduce you to negative hit points. Once your attack is resolved, you suffer the normal effect of the attack that provoked this ability. Effects that kill you or do not reduce you to negative hit points (such as ability damage or drain, negative levels, and disintegrate) do not trigger this ability.
An inquisitor needs unyielding zeal in order to make sure her deity's work is done.
- Zealous Surge (Sp): Once per day, when you are reduced to 0 or fewer hit points, you heal a number of hit points equal to your inquisitor level + your Wisdom modifier.
- Scourge of the Enemy (Ex): At 8th level, select one religion that is a rival or opponent of your religion. You treat members of this religion as if they were your favored enemy (as the ranger class ability), gaining a +2 bonus on the appropriate rolls. At 13th level, these bonuses increase to +4, and at 18th level, the bonuses increase to +6. These bonuses do not stack with other favored enemy bonuses (use the highest bonus that applies).
An inquisitor who slips into corruption or changes to a prohibited alignment loses all spells and the judgment ability. She cannot thereafter gain levels as an inquisitor until she atones (see the atonement spell description).
There are a number of inquisitors within Ea, though few possess their own orders. Instead, they often take on specialized roles within their faith.
|Gods of Good|
|Deity||AL||Embodies||Domains & Inquisitions||Relations||The Devoted|
|Althea, The Foundation||NG||Compassion, Family, Protection||Good, Healing, Protection, Community||Wife of Daeus, Mother of Eluna, Tarien, and Gilead||Altheans|
|Angoron, The Athlete||CG||Valor and Competition, Childbirth, Freedom||Good, Strength, Luck, Chaos, Liberation||Competitor of Kor, Traveling, Lover, and Boasting Companion of Tarien||Angorites|
|Daeus, The Knight||LG||Justice, Good Governance, Protection, Good Dragons||Glory, Good, Law, Sun, Nobility||Husband of Althea, Father of Eluna, Tarien, and Gilead, Brother of Maugrim the Fallen||Daeusites|
|Eluna, The Seeress||NG||Magic, Dreams, and Wisdom||Knowledge, Magic, Good, Rune||Daughter of Daeus and Althea, Sister to Gilead and Tarien||Elunites|
|Gilead, The Hunter||NG||The Hunt and the Wild||Animal, Community, Good, Plant||Son of Daeus and Althea, Brother to Eluna and Tarien; The imprisonment inquisition ability refers primarily to his abilities as a trapper, and capability to capture evil or aberrant aspects||Gileans|
|Serriel, The Soldier||LG||Honor and Civilization, Advancement of Society||Good, Law, War, Protection||Birthed after the death of Animus, Unknown, Lover of Vardama||Serrielites|
|Tarien, The Trickster||CG||Luck and Travel, Talespinning||Good, Chaos, Trickery, Luck, Travel||Son of Daeus and Althea (the middle child), Traveling and Boasting Companion of Angoron (lover of the same), Father of Deimos (according to legend), Reminds Kor to Have a Sense of Humor (failure so far)||Tarienites|
|Gods of Neutrality|
|Deity||AL||Embodies||Domains & Inquisitions||Relations||The Devoted|
|Ceinara, The Artist||CN||Artistic Inspiration||Charm, Luck, Fire, Chaos, Liberation||Daughter of Dana and Reos||Ceinarans|
|Dana, The Earth||TN||The Forces of Nature (She is also known as "The Green Word")||Air, Animal, Plant, Water, Weather||Wife of Reos, Mother of Ceinara||Danan|
|Kor, War||CN||War and Chaos, Conflict||Chaos, Glory, Strength, War, Destruction||Competitor with Maugrim and Serriel over the dominion of War, and Angoron like that brother you never wanted||Korites|
|Navos, The Historian||LN||History and Self-Perfection||Healing, Knowledge, Rune, Strength, Law||Once close friend of Daeus, distanced now with His new role among the Twilight and loss of Compassion||Navosians|
|Rada, The Trader and Sailor||TN||Sea and Travel, Trade and Wealth||Weather, Water, Nobility, Travel||Glub. Glub glub glub.||Radan|
|Reos, The Craftsman||LN||Craftsmanship, Artifice, Engineering||Artifice, Earth, Law, Rune||Husband of Dana, Father of Ceinara||Reosian|
|Vardama, The Crone and Mortician||LN||Death, Inevitability, and Prophecy||Community, Healing, Knowledge, Repose, Law||Once wife of Thul, Lover of Serriel||Vardaman|
|Gods of Evil|
|Deity||AL||Embodies||Domains & Inquisitions||Relations||The Devoted|
|Caracoroth, The Nightmare||CE||Nightmares, Monsters, and Madness||Evil, Chaos, Animal, Madness||Mad son of Maugrim, Harries Eluna across the sky||Caracorothans|
|Deimos, The Betrayer||NE||Betrayal, Secrets, and Corruption||Luck, Trickery, Evil, Charm||Rumored son of Tarien||Deimosan|
|Gunahkar, The Destroyer||CE||Chaos, Disaster, and Wrath||Chaos, Destruction, Death, Weather, Evil||Gunahkarans|
|Illotha, The Scourned||NE||Murder, Poison, Envy and Loss||Evil, Death, Knowledge, Rune||Illothans|
|Maugrim, The Tyrant||LE||Tyrrany, Slavery, Pride, Evil Dragons||Evil, Law, War, Strength, Destruction||Husband of Taara, Brother of Daeus||Maugrimites|
|Taara, The Avaricious||NE||Cruelty and Greed, Avarice||Evil, Darkness, Magic, Destruction||Wife of Maugrim, Lover to Thul||Taarans|
|Thul, The Cannibal||LE||Gluttony, Undeath, Contracts and Cannibalism||Death, Evil, Strength, Trickery, Law||Maddened husband of Vardama, now divorced, Sometime lover of Taara||Thulites|
Bonus Spells per Level
The ability that governs bonus spells depends on what type of spellcaster your character is: Intelligence for wizards; Wisdom for clerics, druids, and rangers; and Charisma for bards, paladins, and sorcerers. In addition to having a high ability score, a spellcaster must be of a high enough class level to be able to cast spells of a given spell level. See the individual class description details.
|Bonus Spells per Level|
|Caster Ability Score||Modifier||0||1st||2nd||3rd||4th||5th||6th||7th||8th||9th|
|1||–5||Can't cast spells tied to this ability|
|2–3||–4||Can't cast spells tied to this ability|
|4–5||–3||Can't cast spells tied to this ability|
|6–7||–2||Can't cast spells tied to this ability|
|8–9||–1||Can't cast spells tied to this ability|
|0-Level Inquisitor Spells|
|acid splash, bleed, Brand, create water, daze, detect magic, detect poison, disrupt undead, guidance, light, read magic, resistance, Sift, stabilize, virtue|
|1st-Level Inquisitor Spells|
|alarm, bane, bless, bless water, burst bonds*, cause fear, command, comprehend languages, cure light wounds, curse water, detect chaos/evil/good/law, detect undead, disguise self, divine favor, doom, expeditious retreat, hide from undead, inflict light wounds, magic weapon, protection from chaos/evil/good/law, remove fear, sanctuary, shield of faith, tireless pursuit*, true strike, wrath*, peacebond, Ear-Piercing Scream, Forbid Action, Forced Quiet, Hex Ward, Horn of Pursuit, Know the Enemy, Lend Judgment, Persuasive Goad, Sanctify Corpse, Vocal Alteration, Wartrain Mount, Returning Weapon, Touch of Combustion, Unerring Weapon, Winter Feathers|
|2nd-Level Inquisitor Spells|
|aid, align weapon, bloodhound*, calm emotions, castigate*, confess*, consecrate, corruption resistance*, cure moderate wounds, darkness, death knell, delay poison, desecrate, detect thoughts, enthrall, find traps, flames of the faithful*, follow aura*, ghostbane dirge*, hold person, honeyed tongue*, inflict moderate wounds, invisibility, knock, perceive cues*, remove paralysis, resist energy, restoration (lesser), see invisibility, sacred bond*, shield other, silence, spiritual weapon, tongues, undetectable alignment, weapon of awe*, whispering wind, zone of truth, Acute Senses, Delay Pain, Disguise Other, Distressing Tone, Ghostly Disguise, Surmount Affliction, Brow Gasher|
|3rd-Level Inquisitor Spells|
|arcane sight, banish seeming*, cast out*, continual flame, coordinated effort*, cure serious wounds, daylight, deeper darkness, dimensional anchor, dispel magic, fester*, glyph of warding, halt undead, heroism, hidden speech*, hunter's eye*, inflict serious wounds, invisibility purge, keen edge, locate object, magic circle vs. chaos/evil/good/law, magic vestment, greater magic weapon, nondetection, obscure object, prayer, protection from energy, remove curse, remove disease, retribution*, righteous vigor*, seek thoughts*, searing light, speak with dead, ward the faithful*, Deadly Juggernaut, Blood Biography, Blessing of the Mole, Countless Eyes, Terrible Remorse, Witness, Blood Scent, Burst of Speed, Chains of Perdition|
|4th-Level Inquisitor Spells|
|brand (greater)*, chaos hammer, coward's lament*, cure critical wounds, death ward, defile armor*, denounce*, detect scrying, discern lies, dismissal, divination, divine power, fear, freedom of movement, forced repentance*, geas (lesser), hold monster, holy smite, inflict critical wounds, invisibility (greater), neutralize poison, order's wrath, rebuke*, restoration, sanctify armor*, sending, shared wrath*, sleepwalk*, spell immunity, stoneskin, tireless pursuers*, unholy blight, Leashed Shackles, Ardor's Onslaught|
|5th-Level Inquisitor Spells|
|atonement, banishment, break enchantment, castigate (mass)*, command (greater), commune, cure light wounds (mass), dispel chaos/evil/good/law, disrupting weapon, flame strike, geas/quest, ghostbane dirge (mass)*, hallow, inflict light wounds (mass), mark of justice, resounding blow*, righteous might, spell resistance, telepathic bond, true seeing, unhallow, unwilling shield*, Divine Pursuit, Greater Forbid Action, Lend Greater Judgment, Curse of Magic Negation, Chains of Light, Dispel Balance|
|6th-Level Inquisitor Spells|
|blade barrier, blasphemy, circle of death, cleanse*, cure moderate wounds (mass), dictum, dispel magic (greater), fester (mass)*, find the path, forbiddance, glyph of warding (greater), harm, heal, heroes' feast, holy word, inflict moderate wounds (mass), legend lore, repulsion, undeath to death, word of chaos, Overwhelming Presence|
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