Tuesday 6 December 2011

Divine Classes: Inquisitor

Inquisitor
          “It’d be laughable if you said you weren’t expecting me.”

            Inquisitors are divine agents employed when holy doctrine and righteous vindication aren’t enough to win the day. Inquisitors root out enemies of the faith with steel and fire and hate. They are unrelenting in their pursuit of the unfaithful, and many are fanatically driven to obsession with their chosen quarry. Although they venerate a deity, or more often a group of deities, they are not subscribed to their teachings, often adhering to their own sense of macabre justice.

Class Traits
¨      Role: Inquisitors do their best work against single target enemies, and using their Judgement abilities to empower themselves/
¨      Alignment: An Inquisitor’s alignment must be one step away from the alignment of their deity.
¨      Power Source: Divine
¨      Key Abilities: Charisma
¨      Armour Proficiencies: Light, Medium.
¨      Weapon Proficiencies: Simple Melee, Military Melee, Simple ranged
¨      Bonuses to Defence: +1 Fortitude, Reflex, Will
¨      Hit Points at 1st level: 2d8+ Constitution score
¨      Hit Points per level gained: d8+ Constitution modifier
¨      Healing Surges per day: 8+ Constitution Modifier
¨      Skill Points at 1st level: (2 + Intelligence Modifier) x4
¨      Skill Points per level: 2 + Intelligence Modifier
¨      Attack Growth: 6 levels
¨      Class Skills: Climb, Diplomacy, Endurance, Intimidate, Jump, Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (History), Knowledge (Nobility), Knowledge (Religion), Perception, Ride, Sense Motive, Spellcraft, Stealth, Survival, Swim.


Class Features

¨      Herald of the Faith (1st level)
You gain Versatile Channeller as a bonus feat. In addition, you can choose three Orison Divine spells to learn. You can cast these spells without limit. In combat, as a standard action, you can choose to exchange an existing Orison you know for another. At the end of the encounter, your Orisons reset to your original spell selections.

¨      Inquisitor’s Retinue (1st level)
Your adventuring allies compose your retinue, although you may not necessarily be the leader of the group. You gain bonuses dependant on which classes you adventure with. Two or more characters of the same class will produce cumulative results. Consult the table below for the bonuses you receive.


Class
Inquisitor’s bonus
Artificer
+1 to ranged attack rolls
Barbarian
+1 to melee damage rolls
Bard
+1 to Healing effects
Chloromancer
+1 to Healing effects
Chronarch
+1 to melee attack rolls
Cleric
+1 to AC
Doomguard
+1 to melee damage rolls
Faustian
+1 to Fortitude
Fighter
+1 to melee attack rolls
Monk
+1 to Will
Paladin
+1 to AC
Psion
+1 to Will
Ranger
+1 to ranged damage rolls
Rogue
+1 Reflex
Shadowdancer
+1 Reflex
Sorcerer
+1 to ranged damage rolls
Totemic
+1 to Fortitude
Wizard
+1 to ranged attack rolls


¨      Judgement: (1st level, 8th level, 16th level)
Once per round as a minor action, you can pick one target you can see, and declare them as Judged.
When you declare Judgement, select a Sentence from the following list. The bonus for Sentencing an enemy remains active, unless you cannot channel your power for whatever reason, such has Fear or Stunning attacks, or you are Unconscious or Dead. These bonuses cannot be chosen more than once per Judgement unless otherwise noted, and you can change the Sentence with a minor action. Judging a target is not a subtle course of action. Any time you Judge a target, you automatically come out from hiding.
At 8th and 16th level, one additional Sentence can be chosen per Judgement, for a total of two and three bonuses respectively on one target.

Destruction: You gain a +1 bonus on all damage rolls against the target. This bonus increases by +1 at 4th level and every 4th level thereafter.

Healing: You gain Regeneration 2. This effect lasts if the target of the Judgement is alive. The Regeneration increases by 1 at 4th level and every 4th level thereafter.

Justice: You gain a +1 bonus on all attack rolls against the target. This bonus increases by +1 at 4th level and every 4th level thereafter. If you score a critical hit whilst under this effect, this bonus is also added to the damage of the attack.

Piercing: Your spells ignore up to 3 Resistance against their targets. This bonus rises by 2 at 4th level and every 4th level thereafter.

Protection: You gain a +1 bonus to AC. This bonus rises at 4th level and every 4th level thereafter. When you are targeted by a critical hit, reduce the damage inflicted this bonus.

Purity: You gain a +1 bonus to all saving throws. This bonus rises at 8th level and every 8th level thereafter.

Resiliency: You gain Resist Physical 3. This bonus rises by 2 at 5th level and every 5th level thereafter.

Resistance: You gain either Resist Fire, Cold, Acid, Lightning or Sonic 5, as chosen when you Judge the target. This bonus rises by 2 at 3rd level and every 3rd level thereafter.

Smiting: Your weapons ignore insubstantiality. The target loses its ability to regenerate, if it has one, for one round, and can die normally if slain by this Sentence.
.

¨      Skilful Combatant (1st level)
You gain a +1 bonus to either attack rolls, damage rolls, Hit Points or Skill Points when you gain a Skill Feat, chosen when you obtain the feat. In addition, at 4th level and every 4th level thereafter, you gain a Skill Feat as a bonus feat.


¨      Oaths of Service (1st level)
Choose one of the following oaths to subscribe to. Once the choice has been made, it cannot be changed.

Ecclesiarches Oath: You gain a +1 bonus to all damage rolls against the target of your Judgement equal to how many allies are adjacent to it. Whilst you are wearing padded cloth armour and no shield, you gain a +3 bonus to AC. Once per encounter, when you would make a WIS based skill check, you can roll twice and take either result.

Orator’s Oath: If the target of your Judgement falls prone, is subject to forced movement or is disarmed, you gain an attack of opportunity against it. Your ranged attacks do not provoke attacks of opportunity from your enemies, and you can sheath a ranged weapon after you fire it to draw a melee weapon as a free action. Once per encounter, when you would make a CHR based skill check, you can roll twice and take either result.

            Purgator’s Oath: Your melee attacks gain the Fire and Radiant keywords against the target of your Judgement. You can choose to make any weapon you wield gain the Vicious special weapon ability. Once per encounter, when you would make an INT based skill check, you can roll twice and take either result.

            Pursuer’s Oath: If the Target of your Judgement moves away from you willingly, you gain a bonus to damage rolls against the target equal to 2 + your INT modifier until the end of your next turn. This bonus rises by 2 per tier. You gain a +1 bonus to speed, and you gain an additional +1 bonus to speed when you charge. Once per encounter, when you would make a STR based skill check, you can roll twice and take either result.

            Retributor’s Oath: When any enemy other than the target of your Judgement hits you, you gain a bonus to damage rolls against the target of your Judgement equal to your INT modifier until the end of your turn. This effect is cumulative. Whilst you wield a light weapon in both hands, you gain a +2 bonus to AC against opportunity attacks. Once per encounter, when you would make a DEX based skill check, you can roll twice and take either result.


¨      Domain of the Inquisition (2nd level)
You choose one domain that belongs to your deity. You gain powers from that domain as you grow in level. Your domain will grant you its powers at 2nd level and every 4th level thereafter


¨      Quick Off the Mark (3rd level)
When you roll initiative, you gain a 1d4 bonus to the roll.


¨      Seeker of Truths (5th level)
For a limited number of rounds per day, you can tell if a creature is telling truths or lies. In order to use this power, you must be within 5 squares of the target, and you can only concentrate on one target at a time, although you can concentrate on a different target per round. This power does not grant you the ability to discover the truth, nor uncover unintentional accuracies and evasions. The number of rounds you can use this ability is equal to your Sense Motive skill.


¨      Edge of Mercy (7th level)
For a limited number of rounds per day, you can grant any weapon you wield with the Merciful special power. The number of rounds you can use this ability is equal to your Knowledge (Religion) skill.


¨      Walker of Moonlight (9th level)
For a limited number of rounds per day, you can tread silently. This means you do not make Stealth checks for enemies that need to hear you to see you, or cannot see you otherwise. The number of rounds you can use this ability is equal to your Stealth skill.


¨      Rage of Judgement (11th level)
For a limited number of rounds per day, you can use your Judgement effects if you were 8 levels higher than you actually are. While this power is active, you cannot use a minor action to change the effect of your Judgement. The number of rounds you can use this ability is equal to your Endurance skill.


¨      Gaze of Anticipation (13th level)
For a limited number of rounds per day, you gain a bonus to Disable Device checks equal to ½ your level. The number of rounds you can use this ability is equal to your Perception skill.


¨      Edge of Retribution (15th level)
For a limited number of rounds per day, you can make an attack of
opportunity against any creature that damages you. The number of rounds you can use this ability is equal to your Survival skill.


¨      Knowledge of Experience (17th level)
For a limited number of rounds per day, you can make Knowledge checks as if you were trained. In addition, you can make a Knowledge check as a free action whenever you encounter a creature to determine its strengths and weaknesses. The number of rounds you can use this ability is equal to your Spellcraft skill.


¨      Execute (20th level)
Once per day, you can attempt to Execute a bloodied enemy. Before the attack roll, announce the intent to Execute the target. If the attack hits, it deals damage as normal. You must make an immediate second attack against the target’s Fortitude. If the attack hits, the target dies. If the Execute attempt misses, it is still consumed for the day.

No comments:

Post a Comment